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1 Artificer (Gunsmith)
LEVEL & CLASS PLAYER NAME
Mikal "Scrapman" Blunderbuss
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F AC DESCRIPTION
-1 STR ● +5 INT
PRO
10 +2 15
Set Max HP
STRENGTH +3 DEX 0 WIS
Shield
-1 ● +4 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium
PRO
● Heavy Shields
PRO
+3
-1 Deception (Cha) > Gnomish Thieves' tools
● +5 History (Int) > Undercommon Jeweler's tools
0 Insight (Wis) Common Weaver's tools
16
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SKILLS ACTIONS
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BONDS
FLAWS
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
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)
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (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 v12.998 (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
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
(R) 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
(R) Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) — Div 1 min Touch V,S,Mƒ Instantaneous P 252
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
> Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (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. opponent’s 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 doesn’t 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. Can’t 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)