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1 druid Alan
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Krieger LEVEL & CLASS PLAYER NAME

Urchin Deep Gnome (Svirfneblin) Add: 300


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
-2 STR +4 INT
PRO

11 Armor Leather

7 +2 16
Set Max HP
STRENGTH +3 DEX +5 WIS
2 Shield wooden shield

-2 +2 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 3 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
7 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves vs. +3 ARMOR

+3 magic CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

17 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d8+2 15 ft

CONSTITUTION SAVING THROWS FAILURES


25 ft 13 ABILITY
SAVE DC
WISDOM

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) Light Medium Shields

PRO
Heavy
PRO

14 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+2 Arcana (Int) > Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

INTELLIGENCE -2 Athletics (Str) >


LANGUAGES TOOLS & OTHERS

+2
0 Deception (Cha) > Common Disguise kit
+2 History (Int) > Gnomish Thieves' tools
+3 Insight (Wis) Undercommon
14
>

0 Intimidation (Cha) > Druidic


+2 Investigation (Int) >
WISDOM
+3 Medicine (Wis) >

+3 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+5 Perception (Wis)
16 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) > < <

CHARISMA +2 Religion (Int) > < <

0 +5 Sleight of Hand (Dex)


> < <

+5 Stealth (Dex) > < <

+5 Survival (Wis) > < <


10
+5 Thieves' Tools (DEX) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Scimitar Dex Melee +5 1d6+3 Slashing


>
Finesse, light
DESCRIPTION
Darkvision 120 ft
>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Add Features
Druid, level 1:
Druidic (Druid 1, PHB 66) I like to squeeze into compact places where nobody can harm
I know Druidic; Hidden messages with it can only be understood by who know Druidic me. I sleep with my back to solid surface, with all that I own
Spellcasting (Druid 1, PHB 66) [2 cantrips known] embraced tightly in my arms.
I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability
I can use a druidic focus as a spellcasting focus PERSONALITY TRAITS
I can cast my prepared druid spells as rituals if they have the ritual tag
People: I help those who help me that is what lets us stay
alive. (Neutral)

IDEALS

No one else should have to suffer the difficulties I've been


through.

BONDS

I would rather use an unfair advantage than fight honorably.

FLAWS

Feature Name: City Secrets

I know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When I am not in
combat, I (and companions I lead) can travel between any two
locations in the city twice as fast as my speed would normally allow.

BACKGROUND FEATURE

Svirfneblin (+1 Dexterity, +2 Intelligence)


Stone Camouflage:
I have advantage on Dexterity (stealth) checks to hide in rocky
terrain.

CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > > Common clothes 3 CP

> - Bedroll 7 > > Token from my parents


> - Mess kit 1 > > Pet mouse 0.1 SP
> - Tinderbox 1 > > Belt pouch (with coins) 1
> - Torches 10 1 > > Leather armor 10
> - Rations, days of 10 2 > > wooden shield 6 EP

> - Waterskin 5 > > Scimitar 3


>
>
- Hempen rope, feet of
- Map of the city
50 0.2 >
>
>
>
60 GP

> - Small knife 0.5 > >


> - Sprig of mistletoe druidic focus > > PP

> > >


WEIGHT CARRIED
> > >
83.8 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
36 - 70 lb
> > >
HEAVILY ENCUMBERED
> > >
71 - 105 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 59.5 SUBTOTAL SUBTOTAL 23.1 106 - 210 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

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 v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Male 36 Small 3' 6" 42lb
Krieger GENDER AGE SIZE HEIGHT WEIGHT

Neutral Good Druidic none black dark grey


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

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REMARKS
COMPANIONS APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Krieger
CHARACTER NAME SPELL SLOTS

DRUID SPELLS Wisdom 4 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


> Mold Earth 5 cu ft earth; instant.: excavate; 1h: change to difficult or normal terrain, or change shape and color Trans 1a 30 ft S Instant. or 1 h E 21
> Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item Trans 1 min Touch V,S,M Instantaneous P 259

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg Abjur 1 rea Self S 1 rnd E 15
Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
Beast Bond Telepathic link with 1 beast Int<4 while in line of sight; beast has adv. on attacks vs. crea you can see Div 1a Touch V,S,M Conc, 10 min E 15
Charm Person 1+1/SL humanoids save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
Create or Destroy Water Create/destroy 10+2/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp Evoc 1a Touch V,S Instantaneous P 230
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft Div 1a Self V,S,M Conc, 10 min P 231
Earth Tremor All crea in area except you save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10-ft rad V,S Instantaneous E 17
Entangle 20-ft square save or restrained; Str check vs. Spell DC to escape; for duration area is difficult terrain Str Conj 1a 90 ft V,S Conc, 1 min P 238
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it Conj 1a 120 ft V,S Conc, 1 h P 243
Goodberry Create 10 berries; 1 a to eat 1 berry for 1 hp and nourishment for 1 day; berries lose potency after 24h Trans 1a Touch V,S,M Instantaneous P 246
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier Evoc 1 bns 60 ft V Instantaneous P 250
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous E 19
Jump 1 creature's jump distance is tripled for the duration Trans 1a Touch V,S,M 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration Trans 1a Touch V,S,M 1 h P 256
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease Trans 1a 10 ft V,S Instantaneous P 270
Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts Div 1a Self V,S 10 min P 277
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly); Spell Sheet 1/1 Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited 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 cant 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 anybodys 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
DASH (action) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Gain your speed as extra movement for this turn. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DISENGAGE (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Your movement doesnt provoke opportunity attacks for disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
the rest of the turn. READY (action) DEAFENED EXHAUSTION (PHB 291)

DODGE (action) Choose an action that you will take in response to a set Fail checks involving hearing.
Attack rolls from attackers you can see have disadvantage trigger. Taking the action uses your reaction. Readying a FRIGHTENED
and you have advantage on Dex saving throws until the spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
start of your next turn, until you become incapacitated or SEARCH (action) Cant willingly move closer to the source of fear.
your speed drops to 0. Search for something, possibly with a Wis (Perception) GRAPPLED
ESCAPE (action) or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
Escape a grapple by winning a Str (Athletics) or Dex TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
(Acrobatics) check vs. grapplers Str (Athletics) check. Move through hostiles space once by winning opposing INCAPACITATED
HELP (action) Dex (Acrobatics) check. Cant take actions or reactions.
Give an ally advantage on next ability check or attack roll USE OBJECT (action) INVISIBLE
vs. an opponent within 5 ft of you, if done before the You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
start of your next turn. second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
complete (e.g. draw a second weapon, equip a shield, PARALYZED
drink a potion, retrieve an item from a backpack). Incapacitated. Cant 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. Cant 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 Cant 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 speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
RESTRAINED
away (second number). 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 cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant 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. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
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. opponents 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 doesnt 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. Cant 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 nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures 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 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 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 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 creatures 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 you 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 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 v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com

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