Wizard
Wizard
Wizard
1 Wizard
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LEVEL & CLASS PLAYER NAME
WITH DIMENSIONS
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
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex)
PRO
● Light Medium Heavy Shields
PRO
+4
0 Deception (Cha) > Common Lute
+4 History (Int) > Abyssal
● +3 Insight (Wis) Slyvian
18
>
>
SENSES
>
>
Reload Reload
>
IDEALS
BONDS
FLAWS
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.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
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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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
CANTRIPS (0 LEVEL)
1ST LEVEL
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)