Amon

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Show extra features

4 Wild Mage
Amon
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Urchin Tabaxi 2,700 Add: 6,500


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR 0
PRO

INT
10 Armor Unarmored

28 +2 13
Set Max HP
STRENGTH +3 DEX +2 WIS
Shield

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

Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
4 d6+1 20 ft, climb 10 ft

CONSTITUTION FAILURES
30 ft, 13 ABILITY
SAVE DC
CHARISMA
SAVING THROWS climb 20 ft
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

12 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +2 Arcana (Int) > Feline Agility (still for 1 turn to recover) 1 Turn Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) > Sorcery Points 4 LR LANGUAGES TOOLS & OTHERS

0
● +5 Deception (Cha) > Tides of Chaos 1 LR Common Disguise kit
0 History (Int) > Halfling Thieves' tools
+2 Insight (Wis)
10
>
● +5 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+2 Medicine (Wis) >

+2 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +4 Perception (Wis)
14 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +5 Persuasion (Cha) > Font of Magic < <

CHARISMA 0 Religion (Int) > < <

+3 +7 Sleight of Hand (Dex)


●● > < <

● +5 Stealth (Dex) > < <

+2 Survival (Wis) > < <


16
● +5 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Tabaxi Claws ✔ Str Melee +1 1d4-1 Slashing


>

DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing
>
Finesse, light, thrown
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Wild Mage, level 4:
◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 5 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my sorcerer spells
◆ Tides of Chaos (Wild Magic 1, PHB 103) [1× per long rest]
I can gain advantage on either one attack roll, ability check, or saving throw PERSONALITY TRAITS
After I cast a 1st-level or higher sorcerer spell, the DM can impose a Wild Magic Surge
After I roll on the Wild Magic Surge table, I regain my use of Tides of Chaos
◆ Wild Magic Surge (Wild Magic 1, PHB 103)
Wild Magic Surges can happen 5% of the time that I cast a sorcerer spell
This doesn't happen with cantrips and I only take this chance if the DM tells me to IDEALS
Metamagic can't affect spells cast because of the surge, but they require no concentration
See the "Notes" page for the table
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 4× per long rest]
As a bonus action, I can use sorcery points to create spell slots and vice versa
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
BONDS
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows:
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
Use the "Choose Feature" button above to add a Metamagic option to the third page
FLAWS
I can use only 1 Metamagic option on a spell unless otherwise written

Feature Name: City Secrets

I know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When I am not in
combat, I (and companions I lead) can travel between any two
locations in the city twice as fast as my speed would normally allow.

BACKGROUND FEATURE

Tabaxi (+2 Dexterity, +1 Charisma)


• Cat's Talent: I have proficiency in Perception and Stealth.
• Cat's Claws: I can use my retractable claws to make unarmed
strikes dealing 1d4 slashing damage. They also give me a climbing
speed of 20 ft.
• Feline Agility: When moving on my turn in combat, I can move
double my speed. Once I do this, I can't do it again until I don't
move at all on one of my turns.

CLASS FEATURES RACIAL TRAITS

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
HEAVILY ENCUMBERED
> > >
91 - 135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 136 - 270 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
◆ Subtle Spell (Metamagic Option, PHB 102) [1 sorcery point]
I can cast the spell without the need to use somatic or verbal components > FEAT: Skill Expert [TCoE 80]
◆ Seeking Spell (Metamagic Option, TCoE 66) [2 sorcery points] I gain proficiency in one skill and expertise in that same skill or
If I miss an attack roll for a spell, I can reroll the d20 and must use the new roll another skill I'm proficient with. [+1 to one ability score of my
I can do this even if I already used another Metamagic option during the casting of the spell choice]

> 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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Notes Page Options

◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 01-50] ◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 51-100]
My spellcasting can unleash surges of untamed magic. Immediately after I cast d100 Effect
a sorcerer spell of 1st level or higher, the DM can have me roll a d20. If I roll a 1, a 51-52 A spectral shield hovers near you for the next minute, granting you a +2
Wild Magic Surge happens. Roll on the table below to create a random magical bonus to AC and immunity to magic missile.
effect. A surge can happen only once per turn. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it 55-56 Your hair falls out but grows back within 24 hours.
normally requires concentration, it doesn't require concentration in this case; the 57-58 For the next minute, any flammable object you touch that isn't being
spell lasts for its full duration. worn or carried by another creature bursts into flame.
d100 Effect 59-60 You regain your lowest-level expended spell slot.
01-02 Roll on this table at the start of each of your turns for the next minute, 61-62 For the next minute, you must shout when you speak.
ignoring this result on subsequent rolls. 63-64 You cast fog cloud centered on yourself.
03-04 For the next minute, you can see any invisible creature if you have line of 65-66 Up to three creatures you choose within 30 ft of you take 4d10 lightning
sight to it. damage.
05-06 A modron chosen and controlled by the DM appears in an unoccupied 67-68 You are frightened by the nearest creature until the end of your next turn.
space within 5 ft of you, then disappears 1 minute later. 69-70 Each creature within 30 ft of you becomes invisible for the next minute.
07-08 You cast fireball as a 3rd-level spell centered on yourself. The invisibility ends on a creature when it attacks or casts a spell.
09-10 You cast magic missile as a 5th-level spell. 71-72 You gain resistance to all damage for the next minute.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If 73-74 A random creature within 60 ft of you becomes poisoned for 1d4 hours.
the roll is odd, you shrink. If the roll is even, you grow. 75-76 You glow with bright light in a 30-ft radius for the next minute. Any
13-14 You cast confusion centered on yourself. creature that ends its turn within 5 ft of you is blinded until the end of its next
15-16 For the next minute, you regain 5 hit points at the start of each of your turn.
turns. 79-80 Illusory butterflies and flower petals flutter in the air within 10 ft of you
17-18 You grow a long beard made of feathers that remains until you sneeze, at for the next minute.
which point the feathers explode out from your face. 77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into
19-20 You cast grease centered on yourself. a sheep for the spell's duration.
21-22 Creatures have disadvantage on saving throws against the next spell you 81-82 You can take one additional action immediately.
cast in the next minute that involves a saving throw. 83-84 Each creature within 30 ft of you takes 1d10 necrotic damage. You regain
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this hit points equal to the sum of the necrotic damage dealt.
effect. 85-86 You cast mirror image.
25-26 An eye appears on your forehead for the next minute. 87-88 You cast fly on a random creature within 60 ft of you.
27-28 For the next minute, all your spells with a casting time feet of 1 action 89-90 You become invisible for the next minute. During that time, other
have a casting time of 1 bonus action. creatures can't hear you. The invisibility ends if you attack or cast a spell.
29-30 You teleport up to 60 ft to an unoccupied space of your choice that you 91-92 If you die within the next minute, you immediately come back to life as if
can see. by the reincarnate spell.
31-32 You are transported to the Astral Plane until the end of your next turn, 93-94 Your size increases by one size category for the next minute.
after which time you return to the space you previously occupied or the nearest 95-96 You and all creatures within 30 ft of you gain vulnerability to piercing
unoccupied space if that space is occupied. damage for the next minute.
33-34 Maximize the damage of the next damaging spell you cast within the 97-98 You are surrounded by faint, ethereal music for the next minute.
next minute. 99-100 You regain all expended sorcery points.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the
roll is odd, you get younger (minimum 1 year old). If the roll is even, you get
older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within
60 ft of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a
plant, you are incapacitated and have vulnerability to all damage. If you drop to 0
hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 ft as a bonus action on
each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 ft of you,
then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float
out of your mouth.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

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

Amon
SPELL SLOTS
CHARACTER NAME

WILD MAGE SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Frostbite 1 crea save or 1d6 Cold dmg and dis. on next weapon attack roll Con Evoc 1a 60 ft V,S Instantaneous X 156
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> 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
> Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
> Mind Sliver 1 crea save or 1d6 Psychic dmg and subtract 1d4 from first saving throw before my next turn ends Int Ench 1a 60 ft V 1 rnd T 108

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
> Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
> Max's Earthen Grasp Medium hand atks 1 crea: save or 2d6 Bludg. dmg & restrained; 1 a hand moves/atks, releases; see B Str Trans 1a 30 ft V,S,M Conc, 1 min X 161
> Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet

You might also like