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F AC DESCRIPTION
0 +9 INT
PRO
STR
Armor
+4
Set Max HP
STRENGTH +3 DEX +8 WIS
Shield
0 +2 CON
RESISTANCES
+5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) Light
PRO
Medium Heavy Shields
PRO
+5
+9 Deception (Cha) > Psionic Surge 1 SR Common
+9 History (Int) > Consumptive Power 1 LR +1 from Human
+8 Insight (Wis) +2 from Sage
20
>
+13 Intimidation (Cha) >
SENSES
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F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
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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)
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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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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
Elza
SPELL SLOTS
CHARACTER NAME
PSIONIC TALENTS
PP PSIONIC POWER DESCRIPTION SAVE ORDER TIME RANGE COMP DURATION B PG.
AT
WILL Delusion 1 crea either hears a sound (whisper-scream), or sees up to 5-ft cube object that disappears on touch 1a 60 ft 1 min U 27
AT
WILL Mind Slam 1 crea save or 1d6 Force dmg, and knocked prone if Large or smaller; +1d6 at CL 5, 11, and 17 Con 1a 60 ft Instantaneous U 28
AT
WILL Mind Thrust 1 crea save or 1d10 Psychic dmg; +1d10 at CL 5, 11, and 17 Int 1a 120 ft Instantaneous U 28
PSIONIC DISCIPLINES
PP PSIONIC POWER DESCRIPTION SAVE ORDER TIME RANGE COMP DURATION B PG.
Aura Sight You gain advantage on Wisdom (Insight) checks Awake 1 bns Self Psi-F. While focused U 10
2 Asses Foe Learn one creature's current HP total and all its immunities, resistances, and vulnerabilities Awake 1 bns Sight Instantaneous U 11
2 Read Moods Learn an one-word summary of the emotional state of up to 6 crea Awake 1 bns Sight Instantaneous U 11
3 View Aura Monitor 1 crea: current HP, if magic effects it, basic emotional state; adv. on Insight/Cha checks vs. it Awake 1 a Sight Conc, 1 h U 11
5 Perceive the Unseen See all creatures, including hidden and invisible ones, regardless of lighting conditions Awake 1 bns Sight Conc, 1 min U 11
Mantle of Fear You gain advantage on Charisma (Intimidation) checks Avatar 1 bns Self Psi-F. While focused U 16
2 Incite Fear 1 crea save or be frightened of you; repeat save each turn when out of line of sight Wis Avatar 1 a 60 ft Conc, 1 min U 16
3 Unsettling Aura All crea in range that can see you move only half speed when moving towards you (frightening effect) Avatar 1 bns 60 ft Conc, 1 h U 16
5 Incite Panic 8 crea save each rnd or frightened and spend turn on random move or melee atk; 3 saves ends; see B Wis Avatar 1 a 90 ft Conc, 1 min U 16
Psionic Restoration While focused, you can touch a creature with 0 hp as a bonus action and stabilize it Immor 1 bns Self Psi-F. While focused U 23
1-7 Mend Wounds 1 creature is healed for 1d8/PP hp Immor 1 a Touch Instantaneous U 23
3 Restore Health 1 creature is cured of either blindness, deafness, paralysis, poison, or 1 disease Immor 1 a Touch Instantaneous U 23
5 Restore Life Resurrects 1 crea that has died in last minute to 1 hp, if not missing vital body parts or died of old age Immor 1 a Touch Instantaneous U 23
7 Restore Vigor 1 crea removes either 1 ability score reduction, 1 hp max reduction effect, or 1 level of exhaustion Immor 1 a Touch Instantaneous U 24
Psychic Assault You gain a +2 bonus to damage rolls with psionic talents that deal Psychic damage Awake 1 bns Self Psi-F. While focused U 24
1-7 Psionic Blast 1 creature takes 1d8/PP Psychic damage Awake 1 a 60 ft Instantaneous U 24
3 Ego Whip 1 crea save or 3d8 Psychic dmg, next turn just Dodge/Disengage/Hide action; save half & act normal Int Awake 1 a 60 ft Instantaneous U 24
5 Id Insinuation 1 crea save or 5d8 Psychic dmg, next turn only Dodge/Attack action; save halves & act normal Int Awake 1 a 60 ft Instantaneous U 24
6-7 Psychic Blast All creatures 8d8(+2d8/extra PP) Psychic dmg; save halves Int Awake 1 a 60-ft cone Instantaneous U 24
7 Psychic Crush 20-ft cu all crea save or 8d8 Psychic dmg & stunned until your next turn ends; save halves & no stun Int Awake 1 a 120 ft Instantaneous U 24
Psychic Inquisition You know when a creature telepathically communicating with you is lying Awake 1 bns Self Psi-F. While focused U 25
1-7 Hammer of Inquisition 1 crea save or 1d10/PP Psychic dmg, dis. next Wis save before your next turn; save halves & no effects Int Awake 1 a 60 ft Instantaneous U 25
2 Forceful Query 1 crea save or they must truthfully answer a yes or no question (charm effect) Int Awake 1 a 30 ft Instantaneous U 25
5 Ransack Mind 1 crea 3 saves if in range for full duration; learn key memories from 12/24/48 h (1/2/3 failed saves) Int Awake 1 h 30 ft 12/24/48 h U 25
6 Phantom Idea 1 crea 3 saves if in range for full duration; implant memory lasting 4/24/48 h (1/2/3 failed saves) Int Awake 1 h 30 ft 4/24/48 h U 25
Psychic Phantoms You gain advantage on Charisma (Deception) checks Awake 1 bns Self Psi-F. While focused U 25
1-7 Distracting Figment 1 crea save or 1d10/PP Psychic dmg, can't use rea, melee atks vs. it have adv.; save halves & no effects Int Awake 1 a 60 ft Next turn end U 25
3-7 Phantom Foe 1 crea save or no rea and 1d8(+1d8/extra PP) Psychic dmg at start its turn; save at end of each turn Int Awake 1 a 60 ft Conc, 1 min U 25
5 Phantom Betrayal 1 crea save or targets its allies with attacks/damaging effects; save at end of each turn (charm effect) Int Awake 1 a 60 ft Conc, 1 min U 26
7 Phantom Riches 1 crea save or you move it and it can't act if not taking dmg since last turn; save at end of each turn Int Awake 1 a 60 ft Conc, 1 min U 26
Third Eye You gain darkvision 60 ft; if already darkvision of 60 ft or more, increase range by 10 ft instead Nomad 1 bns Self Psi-F. While focused U 26
2 Tremorsense You gain tremorsense with a radius of 30 ft Nomad 1 bns Self Conc, 1 min U 26
2 Unwavering Eye You gain advantage on Wisdom checks Nomad 1 bns Self 1 min U 26
3 Piercing Sight You see through objects that are up to 1 ft thick within 30 ft Nomad 1 bns Self Conc, 1 min U 27
5 Truesight You gain truesight with a radius of 30 ft Nomad 1 bns Self Conc, 1 min U 27
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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
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)