Bittenbinder

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8 Shadow Sorcerer 6, Warlock (the Hexblade) 2


D.E. Bittenbinder
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LEVEL & CLASS PLAYER NAME
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Haunted One Half-Elf 34,000 Add: 48,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR +1 INT
PRO

13 Armor Chain Shirt

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

+1 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

12 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
2 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


6 d6+3
30 ft 15 ABILITY
SAVE DC
CHARISMA

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

16 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +4 Arcana (Int) > Strength of the Grave 1 LR
INTELLIGENCE ● +2 Athletics (Str) > Font of Magic (Sorcery points) 6 LR LANGUAGES TOOLS & OTHERS

+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) >

0 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


0 Perception (Wis)

10 +4 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +7 Persuasion (Cha) > Faerie Fire Font of Magic < <

CHARISMA +1 Religion (Int) > Darkness Hexblade's Curse < <

+4 +1 Sleight of Hand (Dex) > Hound of Ill Omen (3 sorcery points)


< <

+1 Stealth (Dex) > < <

0 Survival (Wis) > < <


18 > < <
Tool
SKILLS ACTIONS

ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Morningstar Melee +7 1d8+4 Piercing


>

DESCRIPTION
Darkvision 120 ft
>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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]
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Shadow Sorcerer, level 6:
◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 7 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
◆ Eyes of the Dark (Shadow Magic 1, XGtE 51)
I gain 120 ft darkvision PERSONALITY TRAITS
◆ Strength of the Grave (Shadow Magic 1, XGtE 51) [1× per long rest]
When damage reduces me to 0 HP, that isn't radiant damage or a critical hit, Nunca estoy satisfecha, ni tranquila. Necesito acumular muchas
I can make a Charisma save (DC 5 + damage taken) to drop to 1 HP instead cosas y así quizás en algún momento deje de necesitar tanto.
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery points, 6× per long rest]
As a bonus action, I can use sorcery points to create spell slots and vice versa IDEALS
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
I can convert sorcery points to spell slots at the following rate:
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]
BONDS
Use the "Choose Features" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
"Confianza" es un concepto para ilusos.
◆ Darkness (Shadow Magic 3, XGtE 51) [2 sorcery points]
I learn Darkness, which doesn't count against my number of spells known
I can also cast it by spending 2 sorcery points and then I can see through it normally
FLAWS
◆ Hound of Ill Omen (Shadow Magic 6, XGtE 51) [3 sorcery points; 3 temporary HP]
As a bonus action, I summon a hound within 30 ft of a creature I see within 120 ft
The hound has all the stats of a dire wolf with the following exceptions:
• It is medium size and counts as a monstrosity not a beast Feature Name: Heart of Darkness
• It start with a number of temporary hit points equal to half my sorcerer level
Those who look into my eyes can see that I have faced unimaginable
• At the start of its turn, it automatically knows where the (hidden) target is
horror and that I am no stranger to darkness. Though they might
• It can only move towards and make (opportunity) attack against the target
fear me, commoners will extend me every courtesy and do their
• It can move through other creatures and objects as if they were difficult terrain
utmost to help. Unless I have shown myself to be a danger to them,
• It takes 5 force damage if it ends its turn inside an object
they will even take up arms to fight with me, should I find myself
The target has disadvantage on saves vs. my spells while the hound is within 5 ft of it
facing an enemy alone.
It disappears if reduced to 0 HP, if the target is reduced to 0 HP, or after 5 minutes
BACKGROUND FEATURE

Warlock (the Hexblade), level 2:


◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 3 spells known] Half-Elf (+2 Charisma and +1 to two other ability scores of my
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability choice)
I can use an arcane focus as a spellcasting focus Drow Magic: 1st level: Dancing Lights cantrip; 3rd level: Faerie Fire;
I regain these spell slots on a short rest 5th level: Darkness. Both spells can be used once per long rest.
Charisma is my spellcasting ability for these.

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> Steel Mirror 0.5 > Religious Necklace > Common clothes 3
> Waterskin 5 > > Chain Shirt 20
> > > Crystal arcane focus 1 SP
> > > Shield 6
> > >
EP
> > >
> > >
>
>
>
>
>
>
20 GP

> > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
35.9 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 5.5 SUBTOTAL SUBTOTAL 30 121 - 240 lb
Add Equipment EQUIPMENT
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]
◆ Hex Warrior (the Hexblade 1, XGtE 55)
I gain proficiency with medium armor, shields, and martial weapons > FEAT: Elven Accuracy XGtE, page 74
When I finish a long rest, I can imbue one weapon I touch with my will Whenever I have advantage on an attack roll that uses Dexterity,
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity Intelligence, Wisdom, or Charisma, I can reroll one of the dice
I have to be proficient with the weapon and it can't have the two-handed property once. [+1 Dexterity, Intelligence, Wisdom, or Charisma]
This benefit also works with every weapon from Pact of the Blade, with no restriction
◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute
• I add my proficiency bonus to damage rolls against the cursed target > FEAT:

• 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

> 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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Mujer 54 Medium 1.72 62
D.E. Bittenbinder
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Neutral Negro Negros Morada


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


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]
Companion Options

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

+3 +2 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

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

13 PASSIVE WISDOM (PERCEPTION)

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

SHADOW SORCERER SPELLS Charisma +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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

WARLOCK SPELLS Charisma 6 +7 DC 15


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

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

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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

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