Dolphin

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5 Fighter 1, Warlock (the Hexblade) 4


Dolphin Garrick
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LEVEL & CLASS PLAYER NAME
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Haunted One Half-Elf 6,500 Add: 14,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +3 STR -1 INT
PRO

11 Armor Leather

+3 12
Set Max HP
STRENGTH +1 DEX +1 WIS
Shield

0 ● +5 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +1 ARMOR

+1 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

13 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d10+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


4 d8+2
30 ft 14 ABILITY
SAVE DC
CHARISMA

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO

PRO

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) > Second Wind (1d10+1) 1 SR
INTELLIGENCE ● +3 Athletics (Str) > Hexblade's Curse 1 SR LANGUAGES TOOLS & OTHERS

-1
+3 Deception (Cha) > Thief of Five Fates 1 LR Common
-1 History (Int) > Elvish
+1 Insight (Wis) Sylvan
8
>

+3 Intimidation (Cha) > Orc


● +2 Investigation (Int) > Halfling
WISDOM
+1 Medicine (Wis) >

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


● +4 Perception (Wis)
12 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) > Pact of the Blade Second Wind < <

CHARISMA -1 Religion (Int) > Hexblade's Curse < <

+3 +1 Sleight of Hand (Dex) > < <

● +4 Stealth (Dex) > < <

● +4 Survival (Wis) > < <


17 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Longbow ✔ Dex 150/600 ft +6 1d8+1 Piercing


>
Ammunition, heavy, two-handed
DESCRIPTION
Darkvision 60 ft
Scimitar ✔ Dex Melee +4 1d6+1 Slashing
>
Finesse, light
SENSES
>

NAME TOTAL NAME TOTAL


Arrows 20 Eldritch Blast ✔ Cha 120 ft +6 2×1d10 Force
>
Reload Reload Each d10 is a separate beam requiring separate rolls (PHB 237)

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
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Fighter, level 1:
◆ Archery Fighting Style (Fighter 1, PHB 72) I like to read and memorize poetry. It keeps me calm and brings
+2 bonus to attack rolls I make with ranged weapons me fleeting moments of happiness.
◆ Second Wind (Fighter 1, PHB 72) [1d10+1, 1× per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
PERSONALITY TRAITS
Warlock (the Hexblade), level 4:
◆ Pact Magic (Warlock 1, PHB 107) [3 cantrips & 5 spells known] Cleansing: I kill monsters to make the world a safer place, and to
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability exorcise my own demons. (Good)
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest IDEALS
◆ Hex Warrior (the Hexblade 1, XGtE 55)
I gain proficiency with medium armor, shields, and martial weapons There's evil in me, I can feel it. It must never be set free.
When I finish a long rest, I can imbue one weapon I touch with my will
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity
I have to be proficient with the weapon and it can't have the two-handed property
BONDS
This benefit also works with every weapon from Pact of the Blade, with no restriction

I talk to spirits that no one else can see.


◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute
• I add my proficiency bonus to damage rolls against the cursed target
FLAWS
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated
Feature Name: Heart of Darkness
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known]
Those who look into my eyes can see that I have faced unimaginable
Improved Pact Weapon (Eldritch Invocation, XGtE 57)
horror and that I am no stranger to darkness. Though they might
I can use any pact weapon I create as my spellcasting focus for warlock spells
fear me, commoners will extend me every courtesy and do their
Any pact weapon I create has a +1 magic weapon, if it isn't already a magic weapon
utmost to help. Unless I have shown myself to be a danger to them,
I can now also conjure a shortbow, longbow, or light or heavy crossbow as my pact weapon
they will even take up arms to fight with me, should I find myself
facing an enemy alone.
Thief of Five Fates (Eldritch Invocation, PHB 111) [1× per long rest]
BACKGROUND FEATURE
Once per long rest, I can cast Bane using a warlock spell slot (PHB 216)

◆ Pact of the Blade (Warlock 3, PHB 107) Half-Elf (+2 Charisma and +1 to two other ability scores of my
As an action, I can create a pact weapon in my empty hand; I'm proficient in its use choice)
I can choose the type of melee weapon every time I create it, and it has those statistics
The weapon disappears if it is more than 5 ft away from me for 1 minute Skill Versatility: I gain proficiency in two skills of my choice.
The weapon counts as magical; I can transform a magic weapon into my pact weapon
This occurs over an hour-long ritual that I can perform during a short rest
I can use an action to re-summon it in any form and can dismiss it as no action

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> Chest, with 25 > > Common clothes 3
> - Crowbar 5 > > Trinket of special significance
> - Hammer 3 > > SP
> - Wooden Stakes 3 1 > >
> - Holy symbol 1 > >
EP
> - Holy water, flasks of 1 > >
> - Manacles 6 > >
> - Steel Mirror 0.5 > > GP
> - Oil, flasks of 1 > >
> - Tinderbox 1 > >
PP
> - Torch 3 1 > >
> > >
WEIGHT CARRIED
> > >
52.5 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
HEAVILY ENCUMBERED
> > >
101 - 150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 49.5 SUBTOTAL SUBTOTAL 3 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Medium
Dolphin Garrick
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
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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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Dolphin Garrick
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Blade Ward Until the end of your next turn, Bludgeoning, Piercing, and Slashing dmg resist. vs. weapons — Abjur 1a Self V,S 1 rnd P 218
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237
> Frostbite 1 crea save or 1d6 Cold dmg and dis. on next weapon attack roll; +1d6 at CL 5, 11, and 17 Con Evoc 1a 60 ft V,S Instantaneous X 156

1ST LEVEL

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

LR Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
> 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
> Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Branding Smite Next melee hit +2d6+1d6/SL Radiant dmg; invisible target becomes visible for spell duration — Evoc 1 bns Self V Conc, 1 min P 219
> Hold Person 1+1/SL humanoid within 30 ft of each other save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
> Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free — Trans 1a Touch V,S,M Conc, 1 h P 277
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
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 can’t 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 anybody’s 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 hostile’s space once by winning opposing Can’t 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 doesn’t 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) Can’t 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 grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t 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. Can’t 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. Can’t 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 Can’t 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 ½ speed) or stand up (costs ½ 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 can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t 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. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t 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. 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)

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 nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s 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 ½ 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 ½ 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 ½ 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 creature’s 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 ½ 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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

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