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12 Monk (Way of the Four Elements) 6, Soul Knife 6 A


Alita
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Soldier Warforged 100,000 Add: 45,000 120,000


BACKGROUND Quartermaster RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +6 STR +1 INT 0
PRO

13 Armor Unarmored Defense (Wis) 0 lb

103 +4 19
Set Max HP
STRENGTH 0 +8 DEX +3 WIS 0
Shield 0 lb
+2 0 +2 CON
RESISTANCES
+1 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
14 1 Misc Composite Plating
Temporary Hit Points: 0 1 Misc Iron Durability
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Hide 2nd DC 0
12 d8+2 45 ft

CONSTITUTION SAVING THROWS FAILURES


55 ft 15 ABILITY SAVE DC
ABILITY
WISDOM
SAVE DC INTELLIGENCE 13
+2
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+12 Acrobatics (Dex) 0 Medium

PRO
Light Heavy Shields
PRO

14 +3 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) 0 > Ki 6 SR
INTELLIGENCE +6 Athletics (Str) 0 > Psi Points (5 psi limit) 32 LR LANGUAGES TOOLS & OTHERS

+1
+1 Deception (Cha) 0 > Common Type of gaming set
+1 History (Int) 0 > +1 from Warforged Vehicles (land)
+3 Insight (Wis) 0
13
> One artisan's tool or musical instrument

+5 Intimidation (Cha) 0 >

+1 Investigation (Int) 0 >


WISDOM
+3 Medicine (Wis) 0 >

+3 +1 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


+3 Perception (Wis) 0
16 +1 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) 0 > Attack (2 attacks per action) Acrobat < Deflect Missiles <

CHARISMA +1 Religion (Int) 0 > Elemental Attunement Martial Arts (with Attack action)< Slow Fall <

+1 +4 Sleight of Hand (Dex)0 > Fist of Unbroken Air Flurry of Blows (after Attack action)
< <

+8 Stealth (Dex) 0 > Gong of the Summit Patient Defense < <

+3 Survival (Wis) 0 > Step of the Wind < <


13
Tool 0 > Psychic Focus < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

13 PASSIVE WISDOM (PERCEPTION) 0 Unarmed Strike Dex Melee +8 1d6+4 Bludgeoning 0 0


>
Counts as magical 1d6
DESCRIPTION Above weapon's weight: 0 lb
Soul Knife Dex Melee +8 1d8+4 Psychic 0 0
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Finesse, light 1d8
Above weapon's weight: 0 lb
SENSES 0 0
>
Weight per ammo: 0 lb Weight per ammo: 0 lb
NAME TOTAL NAME TOTAL Above weapon's weight: 0 lb
0 0
>
Reload Reload
Above weapon's weight: 0 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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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Monk (Way of the Four Elements), level 6:
Martial Arts (Monk 1, PHB 78) [1d6] I'm haunted by memories of war. I can't get the violent images
Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike out of my mind.
With these, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
Unarmored Defense (Monk 1, PHB 48) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Ki (Monk 2, PHB 78) [6 per short rest] Independence: When people obey orders blindly, they affirm a
I can spend ki to fuel special actions (see third page) kind of tyranny. (Chaotic)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
Unarmored Movement (Monk 2, PHB 78) [+15 ft] IDEALS
Speed increases and eventually lets me traverse some surfaces without falling as I move
Deflect Missiles (Monk 3, PHB 78) [1d10 + 6 + Dexterity modifier; 1 ki to throw] Those who fight with me are those worth laying down my life
As a reaction, I can reduce ranged weapon attack damage done to me for.
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
Disciple of the Elements (Way of the Four Elements 3, PHB 80) [3 known; 3 max ki]
BONDS
I know Elemental Attunement and additional Elemental Disciplines, depending on level
Use the "Choose Features" button above to add Elemental Disciplines to the third page
The atrocious enemy we faced in battle still leaves me trembling
From 5th level onward, I can use additional ki points to increase their spell slot level
with fear.
I can trade known Elemental Disciplines for others when I gain new ones
Slow Fall (Monk 4, PHB 78) [30 less falling damage]
FLAWS
As a reaction, I can reduce any falling damage I take by five times my monk level
Ki-Empowered Strikes (Monk 6, PHB 79)
My unarmed strikes count as magical for overcoming resistances and immunities
Feature Name: Military Rank
Soul Knife, level 6:
I have a military rank from my career as a soldier. Soldiers loyal to
Psi Points (Mystic 1, UA:TMC 3) [5 psi limit, 32 per long rest]
my former military organization still recognize my authority and
I use psi points to fuel my psionic disciplines, up to my psi limit per instance
influence. I can invoke my rank to influence soldiers and temporarily
Psionics (Mystic 1, UA:TMC 3) [2 talents & 3 disciplines known]
requisition simple equipment or horses. I can usually gain access to
I can use psionic talents/disciplines that I know, using Intelligence as my psionic ability
friendly military encampments and fortresses where my rank is
Psychic Focus (Mystic 1, UA:TMC 3)
recognized.
As a bonus action, I can choose one of my psionic disciplines and gain its focus benefit
BACKGROUND FEATURE
I can only focus on one at a time; It stays until I focus on another, or I'm incapacitated
Martial Training (Order of the Soul Knife 1, UA:TMC 7)
I gain proficiency with medium armor and martial weapons Warforged (+1 Strength, +1 Constitution)
Soul Knife (Order of the Soul Knife 1, UA:TMC 8) Living Construct:
As a bonus action, I can create or dismiss my soul knives on both my fists Even though I was constructed, I am a living creature. I am
As a bonus action, I can parry with these to get +2 AC until the start of my next turn immune to disease. I do not need to eat or breathe, but I can ingest
Mystical Recovery (Mystic 2, UA:TMC 4) food and drink if I wish.
As a bonus action after using psi points on a discipline, I can regain HP per point spent Instead of sleeping, I enter an inactive state for 4 hours each day. I
Telepathy (Mystic 2, UA:TMC 4) do not dream in this state; I am fully aware of my surroundings and
I can telepathically speak to creatures I can see within 120 ft, if they know a language notice approaching enemies and other events as normal. I still need
Hone the Blade (Order of the Soul Knife 3, UA:TMC 8) 8 hours for a long rest.
I can spend psi points to give my soul knives a bonus to attack and damage for 10 min
2 psi points: +1; 5 psi points: +2; 7 psi CLASS
points:FEATURES
+4 RACIAL TRAITS
Strength of Mind (Mystic 4, UA:TMC 4)
After a short rest, I can change my Wisdom save proficiency to another ability score
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
Consumptive Knife (Order of the Soul Knife 6, UA:TMC 8) CP
> > >
Whenever I slay an enemy with a soul knife attack, I immediately regain 2 psi points
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> > > SP
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EP
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> > > GP
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PP
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WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
71 - 140 lb Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
141 - 210 lb
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL SUBTOTAL SUBTOTAL 211 - 420 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Monk features:
Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields > FEAT: Athlete (PHB, page 165)
Flurry of Blows (Ki Feature, PHB 78) [1 ki point] Standing up from prone uses only 5 ft of movement. Climbing
After taking the Attack action, I can make 2 unarmed attacks as a bonus action doesn't cost me extra movement. I can make a running long
Patient Defense (Ki Feature, PHB 78) [1 ki point] jump or a running high jump after moving only 5 feet on foot,
As a bonus action, I can take the Dodge action rather than 10 feet. [+1 Strength or Dexterity]
Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
Stunning Strike (Ki Feature, PHB 79) [1 ki point] > FEAT: Acrobat (UA:FS, page 1)
After I hit a creature wit a melee weapon attack, I can spend a ki point to try to stun it I gain expertise with Acrobatics, or proficiency if not so already.
It has to succeed on a Con save or be stunned until the end of my next turn As a bonus action, I can make a DC 15 Dexterity (Acrobatics)
Elemental Attunement (Elemental Discipline, PHB 81) check to have difficult terrain not cost me extra movement for
As an action, I can briefly control elemental forces nearby this turn. [+1 Dexterity]
I can make a harmless sensory effect, light/snuff light, chill/warm 1 lb for 1 hour,
or I cause earth/fire/water/mist in a 1 ft cube to shape itself into a form for 1 minute
Fangs of the Fire Snake (Elemental Discipline, PHB 81) [1 ki point] > FEAT: Mobile (PHB, page 168)
With Attack action, my unarmed strikes +10 ft reach and deal fire damage this turn
When I use the Dash action, difficult terrain doesn't cost me
Also, I can spent an additional 1 ki point to cause an attack to deal +1d10 fire damage
extra movement that turn. When I make a melee attack against a
Fist of Unbroken Air (Elemental Discipline, PHB 81) [2 ki points; +1d10/extra ki point]
creature, I don't provoke opportunity attacks from that creature
As an action, target within 30 ft takes 3d10 bludgeoning damage (spend ki for more)
for the rest of the turn, whether I hit or not. [+10 ft speed]
It is also pushed up to 20 ft away from me and knocked prone
It can make a Strength save to halve damage and avoid being pushed and knocked prone
Gong of the Summit (Elemental Discipline, PHB 81) [3 ki points] > FEAT:
As an action, I can cast Shatter without material components (PHB 275)

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Alita
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 0 Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
0 DEX WIS 0
0 CON CHA 0 ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

DEXTERITY
0 0 0
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DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
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LEVEL USED
0 lb

0 0
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
0
PRO

Acrobatics (Dex)

0
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int) 0
Athletics (Str) 0
Deception (Cha) 0
History (Int) 0
Insight (Wis) 0
Intimidation (Cha) 0
WISDOM Investigation (Int) 0
Medicine (Wis) 0
Nature (Int) 0
Perception (Wis) 0
Performance (Cha) 0
CHARISMA Persuasion (Cha) 0
Religion (Int) 0 FEATURES TRAITS
Sleight of Hand (Dex)0
Stealth (Dex) 0
Survival (Wis) 0
SKILLS

PASSIVE WISDOM (PERCEPTION) 0

SENSES

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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made 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

Alita
0 0 0 0 0 SLOTS
SPELL 0 0 0 0
CHARACTER NAME

SOUL KNIFE PSIONICS Intelligence +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

PSIONIC TALENTS

PP PSIONIC POWER DESCRIPTION SAVE ORDER TIME RANGE COMP DURATION B PG.
AT
WILL Blade Meld One-handed melee weapon you're holding merges with hand; it can't be removed for the duration 1 bns Self 1 min U 27
AT
WILL Blind Spot 1 creature save or treats you as invisible until the end of your next turn Wis 1a 120 ft Next turn end U 27

PSIONIC DISCIPLINES

PP PSIONIC POWER DESCRIPTION SAVE ORDER TIME RANGE COMP DURATION B PG.
Adaptive Body You don't need to eat, breathe, or sleep; You can long rest with 8 hours of light activity, without sleep Immor 1 bns Self Psi-F. While focused U 10
2 Environmental Adapt. 1 creature ignores the effects of extreme heat or cold (but not Fire or Cold damage) Immor 1 a Touch 1h U 10
3 Adaptive Shield If taking Acid, Cold, Fire, Lightning, or Thunder damage, gain resistance to it until end of next turn Immor 1 rea Self Next turn end U 10
5 Energy Adaptation 1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage Immor 1 a Touch Conc, 1 h U 10
7 Energy Immunity 1 creature gains immunity to either Acid, Cold, Fire, Lightning, or Thunder damage Immor 1 a Touch Conc, 1 h U 10
Brute Force You gain advantage on Strength (Athletics) checks Immor 1 bns Self Psi-F. While focused U 11
1-7 Brute Strike Your next melee attack during this turn deals +1d6/PP damage, of the same type as the melee attack Immor 1 bns Self This turn end U 11
1-7 Knock Back Use after melee atk hit; crea hit save or move 10 ft/PP away; if it then hits obj, 1d6/PP Bludg. dmg Str Immor 1 rea Self Instantaneous U 11
1-7 Mighty Leap As part of your movement, jump 20 ft/PP in any direction Immor Move Self Instantaneous U 11
2 Feat of Strength You gain +5 bonus to Strength checks until the end of next turn Immor 1 bns Self Next turn end U 11
Iron Durability You gain a +1 bonus to AC Immor 1 bns Self Psi-F. While focused U 15
1-7 Iron Hide You gain +1/PP AC; use when hit by attack; bonus works against triggering attack Immor 1 rea Self Next turn end U 15
2 Steel Hide You gain resistance to Bludgeoning, Piercing, and Slashing damage Immor 1 bns Self Next turn end U 15
7 Iron Resistance You gain resistance to bludgeoning, piercing, or slashing (your choice) Immor 1 a Self Conc, 1 h U 15
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 1/1 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 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
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 hostiles space once by winning opposing Cant 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 doesnt 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) Cant 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 grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant 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. 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 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 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 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. 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 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 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 v12.995 (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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