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3 Artificer João Pedro


Lilli Dunben
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Sage Gnome, Rock 900 Add: 2,700


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+1 STR ● +7 INT
PRO

12 Armor Studded Leather

24 +2 18
Set Max HP
STRENGTH +3 DEX +2 WIS
2 Shield Escudo de ferro

+1 ● +4 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
12 1 Misc ENHANCED DEFENSE
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves vs.
24
+3 ARMOR

+3 magic CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+2 15 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


25 ft SAVE DC

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
● Heavy
PRO

15 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial ● Other Weapons:
● +7 Arcana (Int) > MAGICAL TINKERING 5 Guns Weapons
INTELLIGENCE +1 Athletics (Str) > THE RIGHT TOOL FOR THE JOB 1 LANGUAGES TOOLS & OTHERS

+5
+1 Deception (Cha) > Infused Items 2 2 Common Funileiro
● +7 History (Int) > Gnomish Ladrão
+2 Insight (Wis) Élfico Oleiro
20
>

+1 Intimidation (Cha) > Primordial Ferreiro


● +7 Investigation (Int) > Cartógrafo
WISDOM
+2 Medicine (Wis) >

+2 +5 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis)
14 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) > Engenhoqueiro (10po) Actions of Steel Defender < Conhecimento de Artífice. <

CHARISMA +5 Religion (Int) > < <

+1 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

+2 Survival (Wis) > < <


12 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing


>
Finesse, light, thrown
DESCRIPTION
Darkvision 60 ft
Scimitar ✔ Dex Melee +5 1d6+3 Slashing
>
Finesse, light
SENSES Rapier ✔ Int Melee +7 1d8+5 Piercing
>
Finesse, +1 (Posso adicionar minha inteligência ao invés de destreza/força)
NAME TOTAL NAME TOTAL
Fire Bolt ✔ Int 120 ft +7 1d10 Fire
>
Reload Reload Unattended flammable objects ignite (PHB 241)

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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MAGICAL TINKERING: At 1st level, you learn how to invest a spark of magic into mundane
objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You Você gosta de fazer pequenos objetos e criaturas saídas
then touch a Tiny nonmagical object as an action and give it one of the following magical de galhos ou pedaços de metal e concedê-los a amigos.
properties of your choice:
Ł The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Ł Whenever tapped by a creature, the object emits a recorded message that can be heard up to PERSONALITY TRAITS
10 feet away. You utter the message when you bestow this property on the object, and the
recording can be no more than 6 seconds long. Se você vê uma engenhoca quebrada ou um coração partido,
Ł The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, você tem que tentar consertá-lo.
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
Ł A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to IDEALS
25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the Qualquer coisa de grande qualidade e artesanato deve ser
property early. You can bestow magic on multiple objects, touching one object each time you protegida, respeitada e cuidada.
use this feature, though a single object can only bear one property at a time. The maximum
number of objects you can affect with this feature at one time is equal to your Intelligence
BONDS
modifier (minimum of one object). If you try to exceed your maximum, the oldest property
immediately ends, and then the new property applies.
Você não pode manter um segredo.

BATTLE READY: When you reach 3rd level, your combat training and your experiments with
magic have paid off in two ways:
FLAWS
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.
Feature Name: Researcher

When I attempt to learn or recall a piece of lore, if I do not know


THE RIGHT TOOL FOR THE JOB: At 3rd level, you learn how to produce exactly the tool you
that information, I often know where and from whom I can obtain it.
need: with tinker's tools in hand, you can magically create one set of artisan's tools in an
Usually, this information comes from a library, scriptorium,
unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work,
university, or a sage or other learned person or creature. Unearthing
which can coincide with a short or long rest. Though the product of magic, the tools are
the deepest secrets of the multiverse can require an adventure or
nonmagical, and they vanish when you use this feature again.
even a whole campaign.
BACKGROUND FEATURE

Rock Gnome (+1 Constitution, +2 Intelligence)


Artificer's Lore: Add twice my proficiency bonus to Intelligence
(History) checks with magic, alchemical, and technological items.
Tinker: Construct a Tiny clockwork device (AC 5, 1 HP) using tinker's
tools, 1 hour, and 10 gp of material components, that functions for
24 hours. I can have up to 3 active.
- Clockwork Toy: animal, monster, or person that can move 5 ft per
turn in a random direction, making appropriate noises;
- Fire Starter: 1 action to produce miniature flame to light things;
- Music Box: plays single song at a moderate volume.
CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Rapieira 2 > >
> Escudo 6 > >
> Armadura de couro batido 13 > > SP
> Ferramentas de Funileiro 10 > >
> Ferramentas de Ladrão 1 > >
EP
> Cimitarra 3 > >
> Adaga 1 > >
>
>
Vidro de tinta escura, uma pena, uma faca
Carta, algibeira, roupas comuns
1
1
>
>
>
>
15 GP

> Mochila, saco de dormir 7 > >


PP
> Kit de refeição, 10 tochas e 10 rações 12 > >
> Caixa de fogo e corda de cânhamo 4 > >
WEIGHT CARRIED
> > >
61.3 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
61 - 120 lb
> > >
HEAVILY ENCUMBERED
> > >
121 - 180 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 61 SUBTOTAL SUBTOTAL 181 - 360 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
INFUSE ITEM
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The > FEAT:

magic items you create with this feature are effectively prototypes of permanent items.
- INFUSIONS KNOWN
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer
Infusions" section at the end of the class's description. You learn additional infusions of your
choice when you reach certain levels in this class, as shown in the Infusions Known column of
the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you > FEAT:
learned with a new one.
- INFUSING AN ITEM
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of
your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of
objects, as specified in the infusion's description. If the item requires attunement, you can
attune yourself to it the instant you infuse the item.
If you decide to attune to the item later, you must do so using the normal process for > FEAT:
attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). Your infusion
remains in an item indefinitely, but when you die, the infusion vanishes after a number of
days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also
vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum
number of objects appears in the Infused Items column of the Artificer table. You must touch
each of the objects, and each of your infusions can be in only one object at a time. Moreover, > FEAT:
no object can bear more than one of your infusions at a time. If you try to exceed your
maximum number of infusions, the oldest infusion immediately ends, and then the new infusion
applies.

FEATS

> MAGIC ITEM: Rapieira e Couro Batido +1 Attuned

Ambas ganharam a habilidade de +1 com as infusões de ítens


NOTES mágicos.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Feminina 55 anos Small 1,05m 28kg
Lilli Dunben
GENDER AGE SIZE HEIGHT WEIGHT

Neutral Good Flandal Steelskin Encaracolado Castanho Negra


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

Medium
RACE SIZE HEIGHT WEIGHT

Construct Neutral
TYPE AGE GENDER ALIGNMENT
COMPANION
NAME

F
+2 STR -3 INT Temporary HP: SUCCESSES
PRO

15 +2 22
Set Max HP
STRENGTH
● +3 DEX 0 WIS 22

+2 ● +4 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

14
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

+1
DEXTERITY
40 >

+1 INITIATIVE SPEED
DESCRIPTION

>
12 LEVEL USED

DIE
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

+2
ATTACKS

F EX
- Damage Immunities: poison - REACTION: Defleet Attack. The defender imposes
14 +1 Acrobatics (Dex)
PRO

- Condition Immunities: charmed, disadvantage on the attack roll of one creature it can see
0 Animal Handling (Wis)
exhaustion, poisoned that is within 5 feet of it, provided the attack roll is against
-3 Arcana (Int)
INTELLIGENCE - Languages: Entende todas que eu sei a creature other than the defender.
+4 Athletics (Str)
-3

-2 Deception (Cha) - Might of the Master. The following - Repair (3/Day): The magical mechanisms inside the
-3 History (Int) numbers increase by 1 when your defender restore 2d8 + 2 hit points to itself or to one
4 0 Insight (Wis) proficiency bonus increases by 1: the construct or object within 5 feet of it.
defender's skill and saving throw bonuses
-2 Intimidation (Cha)
(above), the bonuses to hit and damage
WISDOM
-3 Investigation (Int) of its rend attack, and the number of hit

0 0 Medicine (Wis)

-3 Nature (Int)
poi nts restored by its Repair action
(below).

10 ●● +4 Perception (Wis)
- Vigilant. The defender can 't be surprised.
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)

-2
-3 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex) STEEL DEFENDER
6
0 Survival (Wis) By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your
SKILLS companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block.
You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its
game statistics.
In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can
14 PASSIVE WISDOM (PERCEPTION)
move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you
take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash,
darkvision 60 ft., passive Perception 14
Disengage, Help, Hide, or Search action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your
SENSES
smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st
level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you
already have a steel defender from this feature, the first one immediately perishes.STEEL DEFENDER
CLICK HERE By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your
TO CHANGE companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block.
THIS ICON You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its
game statistics.
In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can
COMPANION’S APPEARANCE
REMARKS move and use its reaction on its own, but the only action
NOTESit takes on its turn is the Dodge action, unless you
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Disengage, Help, Hide, or Search action.


Notes Page Options

ENHANCED DEFENSE
Item: A suit of armor or a shield
A creature gains a + 1 bonus to Armor Class while wearing (armor) or wieldin
(shield) the infused item.
The bonus increases to +2 when you reach 10th level
in this class.

ENHANCED WEAPON
Item: A simple or martial weapon
This magic weapon grants a + 1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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