Tyler

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Show extra features

4 Battle Smith Pedro


CLICK HERE
TO CHANGE
THIS ICON
Tyler LEVEL & CLASS PLAYER NAME

Noble Kobold 3,480 Add: 6,500


CHARACTER NAME BACKGROUND Knight RACE EXPERIENCE Next Level

F AC DESCRIPTION
+3 STR ● +5 INT
PRO

14 Armor Mind Sharpener Scale Mail

41 +2 19
Set Max HP
STRENGTH +2 DEX 0 WIS
3 Shield +1 Shield

+3 ● +4 CON
RESISTANCES
-2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
16 Misc
Temporary Hit Points: Misc
DEXTERITY 14
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
4 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY
SAVE DC
INTELLIGENCE

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

PRO
Heavy
PRO

14 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial ● Other Weapons:
● +5 Arcana (Int) > Armor of Magical Strength (regains 1d6) 6 Dawn Firearms
INTELLIGENCE +3 Athletics (Str) > Mind Sharpener (regains 1d4) 4 Dawn LANGUAGES TOOLS & OTHERS

+3
-2 Deception (Cha) > Common Thieves' tools
● +5 History (Int) > Draconic Tinker's tools
0 Insight (Wis) Artisan's tools
16
> Infernal from Noble (background)

-2 Intimidation (Cha) > Smith's tools


+3 Investigation (Int) > Gaming set
WISDOM
0 Medicine (Wis) >

0 +3 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +2 Perception (Wis)
11 -2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● 0 Persuasion (Cha) > Magical Tinkering (add/remove) Steel Defender (command) < Armor of Magical Strength <

CHARISMA +3 Religion (Int) > Steel Defender (restore) < Mind Sharpener <

-2 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) [disadv.] > < <

0 Survival (Wis) > < <


6
● +4 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Light Crossbow ✔ Dex 80/320 ft +4 1d8+2 Piercing


>
Ammunition, loading, two-handed
DESCRIPTION
Darkvision 60 ft; Sunlight Sensitivity
Mace ✔ Str Melee +5 1d6+3 Bludgeoning
>

SENSES Spear ✔ Str Melee, 20/60 ft +5 1d6+3 Piercing


>
Thrown, versatile (1d8)
NAME TOTAL NAME TOTAL
Bolts 20 +1 Lance ✔ Int Melee +6 1d12+4 Piercing
>
Reload Reload Reach, disadvantage to attack within 5 ft, two-handed when not mounted

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Choose Feature
Add Features
Battle Smith, level 4:
◆ Magical Tinkering (Artificer 1, E:RLW 55) [Intelligence modifier of active objects]
As an action, I use thieves/artisan's tools to give 1 property to a nonmagical tiny object:
• Emit light (5-ft radius bright light, equal dim), an odor, or a nonverbal sound
• Static visual effect on one surface, or emit a 6-second recorded message when tapped
If I instill a property in more objects than I can have active, the oldest loses its property PERSONALITY TRAITS
◆ Spellcasting (Artificer 1, E:RLW 55) [2 cantrips known]
I can cast prepared artificer cantrips/spells, using Intelligence as my spellcasting ability
To cast, I must use thieves' or artisan's tools I'm proficient with as a spellcasting focus
I can cast my prepared artificer spells as rituals if they have the ritual tag
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another IDEALS
◆ Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
Use the "Choose Feature" button above to add Artificer Infusions to the third page
◆ The Right Tool for the Job (Artificer 3, E:RLW 57) [using thieves' or artisan's tools]
In 1 hour (during a rest) I can create a set of artisan's tools that last until I do so again
◆ Battle Ready & Tool Proficiency (Battle Smith 3, E:RLW 61)
BONDS
I gain proficiency with martial weapons and smith's tools
I can use my Intelligence modifier instead of Strength or Dexterity for magic weapons
◆ Steel Defender (Battle Smith 3, E:RLW 61)
When I end a long rest, I can use smith's tools to create a steel defender
I determine its appearance; It obeys my commands and it acts on my initiative, after me
FLAWS
Unless I use a bonus action to command it, it only takes the Dodge action on its turn
It can take reactions and move on its turn even if I don't command it
I can't have multiple at once; Select "Steel Defender" on a companion page for its stats
Feature Name: Knightly Regard

I receive shelter and succor from members of my knightly order and


its sympathizers. Religious knightly orders get aid from temples and
communities of my deity. Civic order knights get help from the
community they serve. Philosophical order knights can find help
from those they have aided in pursuit of their ideals, and those who
share those ideals.
BACKGROUND FEATURE

Kobold (+2 Dexterity)


Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight when I or what I am trying to
attack/perceive is in direct sunlight.
Pack Tactics: I have advantage on attack rolls against creatures when
at least one of my allies is within 5 feet of that creature and that ally
is not incapacitated.
Kobold Legacy: Draconic Sorcery. You know one cantrip of your
choice from the sorcerer spell list. Intelligence, your spellcasting
ability for that cantrip (choose when you select this race). [Mending]
CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > > CP

> - Crowbar 5 > >


> - Hammer 3 > >
SP
> - Pitons 10 0.25 > >
> - Torches 10 1 > >
> - Tinderbox 1 > > EP

> - Rations, days of 10 2 > >


>
>
- Waterskin
- Hempen rope, feet of 50 0.2
5 >
>
>
>
30 GP

> - Thieves' tools 1 > >


> - Scroll of pedigree > > PP

> Signet ring > >


WEIGHT CARRIED
> Purse (with coins) 1 > >
64.1 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
81 - 160 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
240 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 63.5 SUBTOTAL SUBTOTAL 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
When I finish a long rest, I can turn nonmagical objects into magic items using my infusions > FEAT: Though [PHB 170]
I can attune to it immediately; If I infuse too many items, the oldest loses its magic Your hit point maximum increases by an amount equal to twice
The infusion lasts until my death + my Int mod in days, but ends if I unlearn the infusion your level when you gain this feat. Whenever you gain a level
Each infusion can only be used in one item at a time and only in appropriate items thereafter, your hit point maximum increases by an additional 2
Whenever I gain an artificer level, I can replace an infusion I know with another hit points.
I can use an infused item as a spellcasting focus
◆ Enhanced Defense (Artificer Infusion, E:RLW 62) [armor/shield; +1 magical]
◆ Armor of Magical Strength (Artificer Infusion, TCoE 20) [suit of armor; requires attunement] > FEAT: Mounted Combatant [PHB 168]
The armor has 6 charges, regaining 1d6 expended charges daily at dawn I have advantage on melee attack rolls against unmounted
As a reaction when being knocked prone, the wearer can use 1 charge to not be prone creatures smaller than my mount. I can force attacks targeting
When making a Str check/save, the wearer can use 1 charge to add its Int mod to the roll my mount to target me instead. When a Dex save would halve
◆ Mind Sharpener (Artificer Infusion, TCoE 22) [suit of armor or robes] damage, my mount takes no damage on success and half
The wearer can use its reaction to ignore a failed Con save to maintain concentration damage on failure.
◆ Enhanced Weapon (Artificer Infusion, E:RLW 62) [simple/martial weapon; +1 magical]
> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Armor +1 (Scale mail) [DMG 152]

I have a +1 bonus to AC while wearing this scale mail armor.


NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Shield +1 [DMG 200]
> <
While holding this shield, I have a +1 bonus to AC. This bonus is
> <
in addition to the shield's normal bonus to AC.
> <
> <
> <
> <
> <
> MAGIC ITEM: Mind Sharpener (Scale Mail) [TCoE 22]
> <
> < This magic scale mail armor can send a jolt to refocus my mind.
> < It has 4 charges and regains 1d4 expended charges daily at
> < dawn. As a reaction when I fail a Constitution saving throw to
> < maintain concentration on a spell, I can expend 1 charge to
> < succeed instead.
> <
> MAGIC ITEM: Scale Mail of Magical Strength [TCoE 20] ● Attuned
> <
> < This scale mail armor has 6 charges and regains 1d6 expended
SUBTOTAL SUBTOTAL charges daily at dawn. As a reaction when I would be knocked
prone, I can expend 1 charge to avoid being knocked prone.
EXTRA EQUIPMENT
When I make a Strength check or Strength saving throw, I can
expend 1 charge to add my Intelligence modifier to the roll.

> MAGIC ITEM: Weapon +1 (Lance) [DMG 213]

I have a +1 bonus to attack and damage rolls made with this


magic lance.

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Masculino Small
Tyler GENDER AGE SIZE HEIGHT WEIGHT

Lawful Neutral
CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

CLICK HERE
CLICK HERE TO CHANGE
THIS ICON
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Wealthy LIFESTYLE DAILY PRICE 4 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

Steel Defender Medium


NRG
RACE SIZE HEIGHT WEIGHT

Construct Neutral
CONSTRUCT TYPE AGE GENDER ALIGNMENT
NAME

F
+2 STR -3 INT Temporary HP: SUCCESSES
PRO

15 +2 25
Set Max HP
STRENGTH
● +3 DEX 0 WIS 12

+2 ● +4 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

14
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Force-Empowered Rend ✔ Int Melee (5 ft) +5 1d8+2 Piercing

+1
DEXTERITY
40 ft >

+1 INITIATIVE SPEED
DESCRIPTION

>
12 LEVEL USED

DIE
4
d8+2
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

+2
ATTACKS

F EX
◆ Damage Immunities: poison. ◆ Repair (3/Day): As an action, the steel defender restores
14 +1 Acrobatics (Dex)
PRO

◆ Condition Immunities: charmed, 2d8 + its proficiency bonus in HP to itself or to one


0 Animal Handling (Wis)
exhaustion, poisoned. construct or object within 5 ft of it.
-3 Arcana (Int)
INTELLIGENCE ◆ Languages: understands the languages ◆ Deflect Attack (reaction): As a reaction, the steel
+4 Athletics (Str)
-3
● of its creator but can't speak. defender imposes disadvantage on the attack roll of one
-2 Deception (Cha) ◆ Creator: The steel defender obeys the creature it can see that is within 5 ft of it, provided the
-3 History (Int) commands of its creator and shares its attack roll is against a creature other than the defender.
4 0 Insight (Wis) proficiency bonus. It takes its turn ◆ Healing: The steel defender regains 2d6 HP whenever
immediately after its creator, on the same the Mending spell is cast on it. Its HP total is equal to 2 +
-2 Intimidation (Cha)
initiative count. It can move and take its creator's artificer level times five + its creator's Int mod.
WISDOM
-3 Investigation (Int) reactions on its own, but only takes the Within an hour of its death, while within 5 ft, its creator

0 0 Medicine (Wis)

-3 Nature (Int)
Dodge action on its turn unless its creator
takes a bonus action to command it to
can take an action to use smith's tools and expend a spell
slot to have it return to full HP after 1 minute. If its creator
●● +4 Perception (Wis) take another action. If its creator is dies, the steel defender also perishes.
10
incapacitated, it can take any action, not
-2 Performance (Cha)
just Dodge.
CHARISMA -2 Persuasion (Cha)
◆ Vigilant: The defender can't be surprised.

-2
-3 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex)
6
0 Survival (Wis)
SKILLS

14 PASSIVE WISDOM (PERCEPTION)

Darkvision 60 ft

SENSES

CLICK HERE
TO CHANGE
THIS ICON

REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

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

Tyler ●
CHARACTER NAME SPELL SLOTS

BATTLE SMITH SPELLS Intelligence 5 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S,Mƒ Conc, 1 min P 248
AT
WILL Sword Burst All crea in range save or 1d6 Force damage Dex Conj 1a S:5-ft rad V,Mƒ Instantaneous T 115

1ST LEVEL

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


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self S,Mƒ 1 rnd X 150
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,Mƒ 8 h P 211
Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if crea hit, save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 60 ft S,Mƒ Instantaneous X 150
Cure Wounds 1 living creature heals 1d8+1d8/SL+3 (Int) HP — Evoc 1a Touch V,S,Mƒ 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,Mƒ Conc, 10 min P 231
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S,Mƒ 1 h (D) P 233
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S,Mƒ Conc, 10 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,Mƒ Conc, 1 min P 239
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,Mƒ 1 h P 239
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,Mƒ 1 min P 239
Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 min Touch V,S,Mƒ 8 h W 186
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,Mƒ 1 min P 246
) Heroism 1+1/SL crea immune to fear, gain+3 (Int) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S,Mƒ Conc, 1 min P 250
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
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,Mƒ 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,Mƒ 1 h P 256
Magnify Gravity 10-ft rad all crea 2d8+1d8/SL Force dmg, half spd; Save halves & no spd reduce; Str check to move obj Con Trans 1a 60 ft V,S,Mƒ 1 rnd W 188
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,Mƒ Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,Mƒ 1 min P 272
) Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S,Mƒ 1 rnd P 275
Snare 5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch S,M† 8 h, till trigger X 165
Tasha's Caustic Brew 30-ft long 5-ft wide all save or 2d4+2d4/SL Acid dmg at start of turn; action to clean self or adjacent Dex Evoc 1a S:30-ft line V,S,Mƒ Conc, 1 min T 115

(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SJ Spelljammer: Adventures in Space
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area SR System Reference Document
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting T Tasha’s Cauldron of Everything
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting UA Unearthed Arcana
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware W Explorer’s Guide to Wildemount
up to 1 minute X Xanathar’s Guide to Everything
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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 v13.1.6 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

You might also like