Wizard

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1 Wizard
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LEVEL & CLASS PLAYER NAME
WITH DIMENSIONS

Rakdos Cultist Harengon Add: 300


CHARACTER NAME BACKGROUND Master of ceremonies RACE EXPERIENCE Next Level

F AC DESCRIPTION
-1 STR ● +6 INT
PRO

10 Armor Unarmored

+2 12
Set Max HP
STRENGTH +2 DEX ● +3 WIS
Shield

-1 +2 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 2 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d6+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY
SAVE DC
INTELLIGENCE

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex)

PRO
● Light Medium Heavy Shields
PRO

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +6 Arcana (Int) > Rabbit Hop (10 ft) 2 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) > Arcane Recovery (1 level of spell slots) 1 LR LANGUAGES TOOLS & OTHERS

+4
0 Deception (Cha) > Common Lute
+4 History (Int) > Abyssal
● +3 Insight (Wis) Slyvian
18
>

0 Intimidation (Cha) >

+4 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

+1 +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +3 Perception (Wis)
12 ● +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) > Rabbit Hop < Lucky Footwork <

CHARISMA +4 Religion (Int) > < <

0 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

+1 Survival (Wis) > < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Quarterstaff ✔ Str Melee +1 1d6-1 Bludgeoning


>
Versatile (1d8)
DESCRIPTION

>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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Wizard, level 1:
◆ Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag

IDEALS

BONDS

FLAWS

Feature Name: Fearsome Reputation

People recognize me as a member of the Cult of Rakdos, and they're


careful not to draw my anger or ridicule. I can get away with minor
criminal offenses, such as refusing to pay for food at a restaurant or
breaking down a door at a local shop, if no legal authorities witness
the crime. Most are too daunted by me to report my wrongdoing to
the Azorius.
BACKGROUND FEATURE

Harengon
• Hare-Trigger: I can add my proficiency bonus to my initiative rolls.
• Leporine Senses: I have proficiency in the Perception skill.
• Lucky Footwork: As a reaction when I fail a Dexterity saving throw,
I can add +1d4 to the result, potentially making it a success. I can't
do this if I'm prone or my speed is 0.
• Rabbit Hop: As a bonus action if my speed isn't 0, I can jump 5 ft
times my Prof Bonus without provoking opportunity attacks. I can
do this my Prof Bonus times per long rest.

CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > Sweet, red juice, bottle of > Common clothes 3 CP

> - Bedroll 7 > > Rakdos insignia


>
>
Hooded lantern of wrought iron
Chain with spiked links, feet of 10
2
1
>
>
>
>
Belt pouch (with coins)
Costume Mad Hatter
1
8 SP

> Tinderbox 2 1 > > Lyre 2


> Torches 20 1 > > Spellbook 3 EP

> Mess kit 1 > > Quarterstaff 1 4


>
>
Rations, days of
Waterskin
10 2
5
>
>
>
>
39 GP

> Hempen rope, feet of 50 0.2 > >


> > > PP

> > >


WEIGHT CARRIED
> > >
95.9 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 82 SUBTOTAL SUBTOTAL 13 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
> 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 v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Small
GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

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 v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


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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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); 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 v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); 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

CHARACTER NAME SPELL SLOTS

WIZARD SPELLS Intelligence 5 +6 DC 14


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 Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL Lightning Lure 1 crea I see save or pulled 10 ft to me; if it ends in 5 ft, 1d8 Lightning dmg Str Evoc 1a S:15-ft rad V Instantaneous T 107
AT
WILL Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneous P 271

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 1 rnd EE 15
Burning Hands All in area 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a S:15-ft coneV,S Instantaneous P 220
Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) — Evoc 1a 90 ft V,S,Mƒ Instantaneous P 221
Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
Earth Tremor All crea in range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10 ft V,S Instantaneous EE 17
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous EE 19
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 1 rnd P 275
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); 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 v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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