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10 Mystic (Order of the Awakened)


Elza
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Sage Human 64,000 Add: 85,000


BACKGROUND Astronomer RACE EXPERIENCE Next Level
CHARACTER NAME

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

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
10 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 17 ABILITY
SAVE DC
INTELLIGENCE

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

PRO
Medium Heavy Shields
PRO

14 +4 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+9 Arcana (Int) > Psi Points (7 psi limit) 64 LR
INTELLIGENCE 0 Athletics (Str) > Psionic Investigation 1 SR LANGUAGES TOOLS & OTHERS

+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) >

+5 Investigation (Int) >


WISDOM
+4 Medicine (Wis) >

+4 +5 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+8 Perception (Wis)
18 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+9 Persuasion (Cha) > Psychic Focus < <

CHARISMA +5 Religion (Int) > Mystical Recovery < <

+5 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

+4 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

18 PASSIVE WISDOM (PERCEPTION) Mind Thrust Int 120 ft DC 17 2d10+5 Psychic


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Int save, success - no damage (UA:TMC 28)
DESCRIPTION

Mind Slam Int 60 ft DC 17 2d6+5 Force


>
Con save, success - no damage, fail - Large or smaller target also knocked prone (UA:TMC 28)

SENSES
>

NAME TOTAL NAME TOTAL

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Reload Reload

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AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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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Mystic (Order of the Awakened), level 10:
Psi Points (Mystic 1, UA:TMC 3) [7 psi limit, 64 per long rest] I've read every book in the world's greatest libraries or I like to
I use psi points to fuel my psionic disciplines, up to my psi limit per instance boast that I have.
Psionics (Mystic 1, UA:TMC 3) [3 talents & 5 disciplines known]
I can use psionic talents/disciplines that I know, using Intelligence as my psionic ability
Psychic Focus (Mystic 1, UA:TMC 3) PERSONALITY TRAITS
As a bonus action, I can choose one of my psionic disciplines and gain its focus benefit
I can only focus on one at a time; It stays until I focus on another, or I'm incapacitated No Limits: Nothing should fetter the infinite possibility inherent
Awakened Talent (Order of the Awakened 1, UA:TMC 6) in all existence. (Chaotic)
I gain proficiency with two skills of my choice, taken from the following list:
Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, Persuasion IDEALS
Bonus Disciplines (Order of the Awakened 1, UA:TMC 6) [+2 awakened disciplines]
Mystical Recovery (Mystic 2, UA:TMC 4) I've been searching my whole life for the answer to a certain
As a bonus action after using psi points on a discipline, I can regain HP per point spent question.
Telepathy (Mystic 2, UA:TMC 4)
I can telepathically speak to creatures I can see within 120 ft, if they know a language
BONDS
Psionic Investigation (Order of the Awakened 3, UA:TMC 6) [1 per short rest]
By concentrating on an object I'm holding for 10 minutes, I learn the object's history
Unlocking an ancient mystery is worth the price of a civilization.
I see/hear its surroundings the previous hour and know who hold it in the last 24 hours
Also, for the next 24 hours, I can use an action to locate it and see its surroundings
Strength of Mind (Mystic 4, UA:TMC 4)
FLAWS
After a short rest, I can change my Wisdom save proficiency to another ability score
Psionic Surge (Order of the Awakened 6, UA:TMC 6) [1 per short rest]
I can end my psychic focus to impose disadv. on a save vs. a discipline or talent I use
Once I do this, I can't regain psychic focus in any discipline until I can use this again Feature Name: Researcher
Potent Psionics (Mystic 8, UA:TMC 4) [+1d8 psychic damage]
When I attempt to learn or recall a piece of lore, if I do not know
Once per turn, when I hit a creature with a weapon attack, I can do extra damage
that information, I often know where and from whom I can obtain it.
In addition, I add my Intelligence modifier to my psionic talent damage rolls
Usually, this information comes from a library, scriptorium,
Consumptive Power (Mystic 10, UA:TMC 5) [1 per long rest]
university, or a sage or other learned person or creature. Unearthing
Once per long rest, I can use my HP to fuel a psionic discipline instead of psi points
the deepest secrets of the multiverse can require an adventure or
I lose the HP; My HP max is reduced with the same until I finish my next long rest
even a whole campaign.
BACKGROUND FEATURE

Human (+1 to all ability scores)

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
HEAVILY ENCUMBERED
> > >
101 - 150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 151 - 300 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: Keen Mind (PHB, page 167)
I always know which way is north and the number of hours left
before the next sunrise or sunset. I can accurately recall anything
I have seen or heard within the past month. [+1 Intelligence]

> FEAT: Silver-Tongued (UA:FS, page 3)


I gain expertise with Deception, or proficiency if not so already.
Instead of 1 attack in my Attack action, a humanoid within 30 ft
makes its Insight vs. my Deception or until end of my next turn, I
gain adv. on attacks and don't provoke its opportunity attacks.
[+1 Cha]

> FEAT: Menacing (UA:FS, page 2)


I gain expertise with Intimidation, or proficiency if not so already.
Instead of 1 attack in my Attack action, a humanoid within 30 ft I
can see and that can see and hear me must make its Insight vs.
my Intimidation or be frightened until end of my next turn. [+1
Cha]

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

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
Elza
GENDER AGE SIZE HEIGHT WEIGHT

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 v12.995 (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

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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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

Elza
SPELL SLOTS
CHARACTER NAME

MYSTIC PSIONICS Intelligence +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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

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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