Bittenbinder
Bittenbinder
Bittenbinder
F AC DESCRIPTION
-1 STR +1 INT
PRO
62 +3 14
Set Max HP
STRENGTH +1 DEX 0 WIS
Shield
-1 ● +6 CON
RESISTANCES
● +7 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex ● Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +1 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
+1
● +7 Deception (Cha) > Hexblade's Curse 1 SR Common
+1 History (Int) > Elvish
● +3 Insight (Wis) Undercommon
12
>
● +7 Intimidation (Cha) > Infernal
+1 Investigation (Int) >
WISDOM
0 Medicine (Wis) >
DESCRIPTION
Darkvision 120 ft
>
SENSES
>
>
Reload Reload
>
• 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
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known]
Use the "Choose Features" button above to add Eldritch Invocations to the third page
Whenever I gain a warlock level, I can replace an invocation I know with another
> FEAT:
◆ Dark One's blessing
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to
your Charisma modifier + your warlock level (6)
◆ Eldritch Sight (Eldritch Invocation, PHB 110)
I can cast Detect Magic at will, without using spell slots (PHB 231)
◆ Agonizing Blast
pew pew charisma blast > FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
Lupo Medium
Gimbo
RACE SIZE HEIGHT WEIGHT
Monstrosity
TYPE AGE GENDER ALIGNMENT
COMPANION
NAME
F
+3 STR -4 INT Temporary HP: 3 SUCCESSES
PRO
14 +2 37
Set Max HP
STRENGTH
+2 DEX +1 WIS
17
ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE
Bite Melee +5 2d6+3 Piercing
+2
DEXTERITY
50 >
+2
If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
DESCRIPTION
INITIATIVE SPEED
>
15 LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
+2
ATTACKS
F EX
Pack Tactics. The wolf has advantage on an It can move through other creatures and objects as if they
15 +2 Acrobatics (Dex)
PRO
attack roll against a creature if at least one were difficult terrain. The hound takes 5 force damage if it
+1 Animal Handling (Wis)
of the wolf's allies is within 5 ft. of the ends its turn inside an object.
-4 Arcana (Int)
INTELLIGENCE creature and the ally isn't incapacitated.
+3 Athletics (Str)
-4
At the start of its turn, the hound automatically knows its
-2 Deception (Cha) target’s location. If the target was hidden, it is no longer
-4 History (Int) hidden from the hound.
3 +1 Insight (Wis)
-2 Intimidation (Cha)
WISDOM
-4 Investigation (Int)
+1 +1 Medicine (Wis)
-4 Nature (Int)
12 ● +3 Perception (Wis)
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)
-2
-4 Religion (Int) FEATURES TRAITS
+2 Sleight of Hand (Dex)
● +4 Stealth (Dex)
7
+1 Survival (Wis)
SKILLS
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
D.E. Bittenbinder OF 6
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd P 221
> Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 230
> 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
> Message 1 crea you 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
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
> Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works — Evoc 1a 60 ft V,M Conc, 10 min P 230
> Phantasmal Force 1 crea save or sees 10 ft cube illusion that does 1d6 Psychic dmg/rnd; Int(Investigation) vs. Spell DC Int Illus 1a 60 ft V,S,M Conc, 1 min P 264
> Shatter 10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg Con Evoc 1a 60 ft V,S,M Instantaneous P 275
> Suggestion 1 crea save or follow understood reasonable stated course of action; ends if you or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
> Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250
> Hypnotic Pattern 30-ft cube all crea save or charmed, incapacitated, speed 0 for duration; ends if crea takes dmg Wis Illus 1a 120 ft S,M Conc, 1 min P 252
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Toll the Dead 1 crea save or 1d12 Necrotic damage (only 1d8 if at full hp); +1d12/+1d8 at CL 5, 11, and 17 Wis Necro 1a 60 ft V,S Instantaneous U 4
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> 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
> Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you — Abjur 1 rea Self V,S 1 rnd P 275
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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
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)