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8 Druid (Circle of the Moon) 2, Arcane Trickster 6 2


Black Cat
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Criminal Tabaxi 34,000 Add: 48,000


BACKGROUND Burglar RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +1 STR +5 INT 0
PRO

12 Armor Studded Leather 13 lb

51 +3 16
Set Max HP
STRENGTH 0 +4 DEX +5 WIS 0
Shield 0 lb
+1 0 +1 CON
RESISTANCES
+3 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
12 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Hide 2nd DC 0
8 d8+1 20 ft 10 ft climb

CONSTITUTION FAILURES
30 ft 13 ABILITY SAVE DC
ABILITY
WISDOM
SAVE DC INTELLIGENCE 13
SAVING THROWS 20 ft climb
+1
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+10 Acrobatics (Dex) 0 Light Medium Shields

PRO
Heavy
PRO

12 +2 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+2 Arcana (Int) 0 > Spell Points 17 LR Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

INTELLIGENCE +1 Athletics (Str) 0 > Wild Shape (CR 1, no fly/swim; 1 hour) 2 SR LANGUAGES TOOLS & OTHERS

+2
+6 Deception (Cha) 0 > Feline Agility (still for 1 turn to recover) 1 Turn Common Herbalism kit
+2 History (Int) 0 > Druidic Thieves' tools
+5 Insight (Wis) 0 Thieves' Cant A type of gaming set
14
>

+3 Intimidation (Cha) 0 > +1 from Tabaxi


+5 Investigation (Int) 0 >
WISDOM
+2 Medicine (Wis) 0 >

+2 +2 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


+5 Perception (Wis) 0
14 +3 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) 0 > Combat Wild Shape (heal) < Uncanny Dodge <

CHARISMA +2 Religion (Int) 0 > Wild Shape (start/stop) < Blade Mastery Parrying Stance <

+3
+10 Sleight of Hand (Dex)0 > Cunning Action < <

+10 Stealth (Dex) 0 > Mage Hand Legerdemain < <

+5 Survival (Wis) 0 > Acrobat < <


16
+7 Thieves' Tools (Dex) 0 > < <

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

15 PASSIVE WISDOM (PERCEPTION) 0 Cat's Claws Str Melee +4 1d4+1 Slashing 0 0


>
1d4
DESCRIPTION Above weapon's weight: 0 lb
Darkvision 60 ft
Rapier Dex Melee +8 1d8+4 Piercing 0 0
>
Finesse; Sneak attack 3d6; Advantage on opportunity attacks 1d8
Above weapon's weight: 2 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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Druid (Circle of the Moon), level 2:
Druidic (Druid 1, PHB 66) I always have a plan for what to do when things go wrong.
I know Druidic; Hidden messages with it can only be understood by who know Druidic
Spellcasting (Druid 1, PHB 66) [2 cantrips known]
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
Circle Forms (Circle of the Moon 2, PHB 69) Freedom: Chains are meant to be broken, as are those who
I am able to transform into more dangerous animal forms when using Wild Shape would forge them. (Chaotic)
Combat Wild Shape (Circle of the Moon 2, PHB 69)
As a bonus action while in Wild Shape, I can expend spell slots to heal myself IDEALS
I regain 1d8 HP per expended spell slot level; I can use Wild Shape as a bonus action
Wild Shape (Druid 2, PHB 66) [CR 1, no fly/swim; 1 hour, 2 per short rest] I will become the greatest thief that ever lived.
As a bonus action, I assume the shape of a beast I have seen before with these rules:
- I gain all its game statistics except Intelligence, Wisdom, or Charisma
- I get its skill/saving throw prof. while keeping my own, using whichever is higher
BONDS
- I assume the beast's HP and HD; I get mine back when I revert back
- I can't cast spells in beast form, but transforming doesn't break concentration
When I see something valuable, I can't think about anything but
- I retain features from class, race, etc., but I don't retain special senses
how to steal it.
- I can choose whether equipment falls to the ground, merges, or stays worn
- I revert if out of time or unconscious; if KOd by damage, excess damage carries over
FLAWS

Arcane Trickster, level 6:


Expertise (Rogue 1, PHB 96) [with four skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level Feature Name: Criminal Contact
Sneak Attack (Rogue 1, PHB 96) [3d6]
I have a reliable and trustworthy contact who acts as my liaison to a
Once per turn, I can add damage to finesse/ranged attack if I have adv.
network of other criminals. I know how to get messages to and from
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
my contact, even over great distances; specifically, I know the local
Thieves' Cant (Rogue 1, PHB 96)
messengers, corrupt caravan masters, and seedy sailors who can
I know the secret rogue language that I can use to convey messages inconspicuously
deliver my messages.
Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
BACKGROUND FEATURE
Mage Hand Legerdemain (Arcane Trickster 3, PHB 98)
As a bonus action, I can direct my Mage Hand
With a Dex (Sleight of Hand) vs. Wis (Perception) checks, I can do so discreetly Tabaxi (+2 Dexterity, +1 Charisma)
I can make it invisible and perform the following tasks:
- Stow/retrieve an object the hand is holding in a container worn/carried by another Cat's Claws: I can use my fanged claws to make unarmed strikes
- Use thieves' tools to pick locks and disarm traps at range dealing 1d4 slashing damage. They also give me a climbing speed of
Spellcasting (Arcane Trickster 3, PHB 98) [3 cantrips & 4 spells known] 20 feet.
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability
Uncanny Dodge (Rogue 5, PHB 96) Feline Agility: When moving on my turn in combat, I can move
As a reaction, I halve the damage of an attack from an attacker that I can see double my speed. Once I do this, I can't do it again until I don't
move at all on one of my turns.

CLASS FEATURES RACIAL TRAITS

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
61 - 120 lb Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
121 - 180 lb
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL SUBTOTAL SUBTOTAL 181 - 360 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
> FEAT: Acrobat (UA:FS, page 1)
I gain expertise with Acrobatics, or proficiency if not so already.
As a bonus action, I can make a DC 15 Dexterity (Acrobatics)
check to have difficult terrain not cost me extra movement for
this turn. [+1 Dexterity]

> FEAT: Blade Mastery (UA:F, page 2)


With a shortsword, longsword, greatsword, scimitar, or rapier, I
get +1 to hit, advantage on opportunity attacks, and with the
weapon in hand I can use my reaction to assume a parrying
stance that gives me +1 AC until the start of my next turn.

> FEAT:

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <

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
Black Cat
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

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 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
>

DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
>
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

2 3 5 6 7 9 10 11 13
Black Cat USE 1LR USE 1LR USE 1LR USE 1LR
SPELL POINT
SPELL COST
SLOTS
CHARACTER NAME

DRUID SPELLS Wisdom 4 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
0 0 0

CANTRIPS (0 LEVEL)

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


AT
WILL Druidcraft Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect Trans 1a 30 ft V,S Instantaneous P 236
AT
WILL Primal Savagery Melee spell attack deals 1d10 Piercing or Slashing dmg (your choice); +1d10 at CL 5, 11, and 17 Trans 1a 5 ft S Instantaneous U 3

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
Guiding Hand (R) Tiny incorporeal hand directs you to one major landmark you name that is on the same plane Div 1 min 5 ft V,S Conc, 8 h U 3
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
Snare 5-ft rad magical trap; Int (Inv) to see; save or restrained upside down 3 ft in the air; save/rnd at dis Dex Abjur 1 min Touch V,S,M Dispel/trigger U 4
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
Wild Cunning (R) Call spirits of nature to aid you with finding food/drink/tracks/shelter, or camping; see book Trans 1a 120 ft V,S Instantaneous U 5

ARCANE TRICKSTER SPELLS Intelligence +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft Evoc 1a 120 ft V,S,M Conc, 1 min P 230
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances Conj 1a 30 ft V,S 1 min (D) P 256
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book Illus 1a 30 ft S,M 1 min (D) P 260

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Puppet 1 humanoid save or move its speed to where you choose and drop held items, if chosen (charm effect) Con Ench 1a 120 ft S Instantaneous U 3
> Sleep 20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea Ench 1a 90 ft V,S,M 1 min P 276
> Tasha's Hideous Laughter 1 crea with Int>4 save or fall prone, incapacitated, can't stand; save end of each turn or if taking dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P 280
> Witch Bolt Spell attack 1d12+1d12/SL Lightning dmg; 1 a, if consecutive, for dmg again; ends if out of range Evoc 1a 30 ft V,S,M Conc, 1 min P 289
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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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