Croyloin Tragin1

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7 Barbarian (Path of the Beast) 3, Cleric (Death Domain) 4


LEVEL & CLASS PLAYER NAME
CLICK HERE
TO CHANGE
THIS ICON
Croyloin 34,000
Knight 23,000
Tragin Elf, Shadow (Shadar-kai), Multiverse
A

CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

● +8
STR -1 INT AC DESCRIPTION
15 Armor Half Plate
Set Max HP
STRENGT +1 DEX +1 WIS
H
+5
● +6 CON +1
CHA
8 + 18 Shield

MAXIMUM PROFICIENCY 1 ● Medium Armor Heavy Armor


RESISTANCES ARMOR
HIT POINTS BONUS Dex
CLASS
Bludgeon. (in
rage) Necroti 2 Magic
20 c Misc
Piercing (in
Temporary Hit Misc
Points:
rage)
Slashing (in
rage)

DEXTERI
TY
Adv. on Str saves in rage; Adv.
on Dex saves vs. seen effects;
+1 ARMOR

CURRENT HIT POINTS


+1 Magic can't put me to sleep;
Adv. on saves vs. charmed
H INITIATIV
E INSPIRATIO
N
SUCCESSES LEVEL DIE

13 USED
ENCUMBERED
3 d12+3 20 ft
Hide 2nd
DC
4 d8+3 30 ft
14 12
ABILAITBYILITY SAVE DC

CONSTITUTIO CONSASTVIET WISDOM


N SAVING FAILURES UDTCION

+3 THROWS DEAT
H
SAVE
HIT
DICE
SPEE
D
S

ARMOR
16 +1 Acrobatics (Dex) ● Light ●Medium Heavy ●Shields
+1 Animal Handling WEAPONS

INTELLIGENC -1 (Wis) Arcana (Int) FEATURE MAX RECOVER USED ● Simple ●Martial Other Weapons:
E >
Rage (+2 melee damage)3 LR
● +8 Athletics (Str) >
Blessing of the Raven Queen 3 LR LANGUAGES TOOLS & OTHERS

-1 +1 Deception (Cha)
● +2 History (Int)
>

>
Channel Divinity
ACTIONS
Channel Divinity: Harness Divine Power
1 SR
BONUS ACTIONS
2 (start/end)
Commo
REACTIONS
Thieves'
n < Bestial Tail tools
Channel Divinity: Turn Undead Rage
+1 Insight (Wis) LR Goblin Smithy's
9 Blessing of the Raven Queen< Sentinel (after attack on ally)
+1 > Elvish
Channel Divinity: Harness Divine Powe<r Tools Dice
Intimidation
● +2 <
>
WISDOM (Cha)
+1 >
+1 -1
Investigation
>
<

● +4 (Int) Medicine < PROFICIENCIES


LIMITED FEATURES
13 +1 (Wis) Nature SR LR Daw

● +4 (Int) Perception ACTIONS


CHARISM <
-1 (Wis) >
A

+1 +1 Performance <
>
<
(Cha) Persuasion
>
(Cha) Religion
(Int)
Sleight of Hand
(Dex)
+1 Stealth [disadv.] > <

● (Dex) > <


12
+4
Survival
(Wis)
> <
● Thieves' tools
SKILLS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGEDAMAGE TYPE


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign)
Bestial Bite Melee ✔ +81d8+5Piercing
Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Str
14 PASSIVE WISDOM (PERCEPTION)
>
Only in rage; On a hit once on my turn, regain Prof Bonus in HP (if below 1/2 HP)
Bestial Claws ✔ Str Melee 1d6+5 Slashing
+8 Only in rage; Extra
attack if used as part of Attack action
Bestial Tail ✔ Str Melee +8 1d8+5 Piercing
Reach; Only in rage

Battleaxe ✔ Str Melee +8 1d8+5 Slashing


Versatile
(1d10)

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose
Add Features
Barbarian (Path of the Beast), level 3:
◆ Rage (Barbarian 1, PHB 48) [+2 melee damage, 3× per long rest]
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min
Adv. on Strength checks/saves (not attacks); resistance to
bludgeoning/piercing/slashing Stops if I end turn without attacking or taking
damage since last turn, or unconscious
◆ Unarmored Defense (Barbarian 1, PHB 48) PERSONALITY TRAITS
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
◆ Danger Sense (Barbarian 2, PHB 48)
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated)
◆ Reckless Attack (Barbarian 2, PHB 48)
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn
◆ Form of the Beast (Path of the Beast 3, TCoE 24) IDEALS
When I enter my rage, I can transform to gain a bite, tail, or claws attack
for that rage On a hit with the bite attack once on each of my turns, I can
heal my Prof Bonus in HP This only works if I have less than half my hit
points when I hit with this bite attack With the claws I can make one extra
attack when I attack with it in my Attack action As a reaction with the tail
BONDS
when I'm hit, I can add 1d8 to my AC for that attack
This only works if the hit is from an attack roll made a creature I can see within 30 ft

Cleric (Death Domain), level 4:


◆ Spellcasting (Cleric 1, PHB 58) [4 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my
FLAWS
spellcasting ability I can use a holy symbol as a spellcasting focus for
my cleric spells
I can cast my prepared cleric spells as rituals if they have the ritual tag
Feature Name: Retainers
◆Bonus Proficiency (Death Domain 1, I have the service of three retainers loyal to my family, one of whom is
DMG 96) I gain proficiency with martial
weapons
◆ Reaper (Death Domain 1, DMG 96)
I learn one necromancy cantrip of my choice from any spell list
My necromancy, single-target cantrips can affect two targets within 5 ft of each other
◆ Channel Divinity (Cleric 2, PHB 58) [1× per short rest]
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
◆ Channel Divinity: Turn Undead (Cleric 2, PHB 59)
As an action, all undead within 30 ft that can see/hear me must make a
Wisdom save If an undead fails this save, it is turned for 1 minute or until
it takes any damage Turned: move away, never within 30 ft of me, no Shadar-kai (my creature type is humanoid, elf)
reactions or actions other than Dash • Trance: I don't need to sleep, and magic can't put me to sleep. I ca
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds • Blessing of the Raven Queen: Prof Bonus per long rest, as a bonus
◆Channel Divinity: Touch of Death (Death Domain 2, DMG 97) have resistance to all damage until the start of my next turn.
[+13 damage] When I hit a creature with a melee attack, I can
deal extra necrotic damage

CLASS FEATURES RACIAL TRAITS

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


> > >
> Scroll of pedigree > Pitons 10 0.2 > Fine clothes 6
> Banner for Raven Queen > 5 > Signet ring
>
>
>
>
Torches
Crowbar
10
5>
>
> Purse (with coins) 1 5 SP

> > Half Plate armor 40


> > Hammer 3>
> > > Battleaxe 2 4 EP
> > Tinderbox 1>
> > Rations, days of 10 2>
> > >
>
>
>
>
Waterskin
Hempen rope, feet of
5>
50 0.2 >
47 GP

> > >


> >
> > PP
> >
> >
WEIGHT CARRIED
103 lb
ENCUMBERED
101 - 200 lb
ATTUNED MAGICAL ITEMS
HCEAARVRILYYINENGCCUAMPABCEIRTEYD
> 300 lb
> PUSH/DRAG/LIFT
>
301 - 600 lb
SUBTOTAL
SUBTOTAL 46. SUBTOTAL 5
Add Equipment EQUIPMENT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
Primal Knowledge (Optional Barbarian 3, TCoE 24)
At 3rd level and again at 10th level I gain proficiency with one skill of my choice
> FEAT: Sentinel [PHB 169]
I can choose from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Dunamancy Spells (Optional Cleric 1, EGtW 186) Creatures I hit with opportunity attacks have 0 speed for this turn
All dunamancy spells are added to the cleric spell list, each still pending DM's approval against the attacker.
Channel Divinity: Harness Divine Power (Optional Cleric 2, TCoE 30) [1× per long rest]
As a bonus action, I can expend a use of my channel divinity to regain one used spell slot The level
FEAT:
of this spell slot can be no more than half my Proficiency Bon
I can only do this so many times per long rest, even if I have uses of channel divinity left
Cantrip Versatility (Optional Cleric 4, TCoE 31) [ASI = Ability Score Improvement] Whenever I gain an ASI from the cleric class, I can change one cleric cantrip for

>

> 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
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
MAGIC ITEMS

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
Male 457 Medium 6ft 6in 260
Croyloin Tragin GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Neutral Raven Queen White Purple Grey


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

austin tasius offering his service, useful /


ORGANIZATION
dangerous defaron - tree dont ask and dont eat

meat

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Having grown discontent with the Raven Queen's cruelty and oppression, I aimed to free my
people by escaping the Shadowfell back to the mortal realm. I led the last large scale uprising
that took place 368 years ago, after a decade of growing strength we attacked the Fortress of
Memories to face off with the militia. This battle caused family members to face off against each
other, stemming from the want of freedom and the fear of the R.Queen's wrath. The continual
battles dwindled down the forces, losing ourselves within the labyrinth's passages, making our
way towards the throne room.

"ahh, my dears have you come to offer yourselves as entertainment" R.Queen's voice rings out
across the hall. At the final word Shadows enveloped the area surrounding us, revealing hordes
of elite Warriors and mages all focused in attacking us.

We danced on the Queen's palm with our prize being a painful death, but it wasn't over, as part
APPEARANCE of her game to collect memories. The R.Queen ordered out continual deaths, to bring us back to
die again in evermore gruesome manners. As a testament to her power and 'kindness' we
Wealthy LIFESTYLEDAILY PRICE 4 gp retained our memories and intelligence, showing even in death she could toy with us and she
expected absolute loyally to strike whoever she feels that would being some amusement.

Oerthian lesser deity Vecna and his followers As punishment those from the uprising were punished with repeated death from the queen, but
as my punishment continued I became more bestial in nature which intrigued. She commuted
my sentence and I had to serve in her army, but an act of control she riped out my heart and
spelled it with obedience, servitude, a longing to please the Raven Queen. With my thoughts of
what she done to our people being mutilated into believing she was capable of reunifying the
elven pantheon, with our lifestyle just proving to others we are the strongest of elvenkind.

Serving as a lowly soldier I grew in rank as I stopped uprisings and discord, with it being done in
a cruel manner to please her majesty to provide the emotions and memories she longs for.
During which I 'dealt' with the head of the rebellion 78yrs ago, but due to them being unworthy
they only passed to the dead realm.
Becoming head of the guard within the lowest region of the Shadowfell, I held law to high
regards and punishing those to get more 'willing' people to provide for the Queen. With the head
goal of helping meet her ambitions of ruling the Elvenkind, serving her as her Champion

CHARACTER HISTORY

ENEMIES

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
Spell Sheet Options

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

Croyloin Tragin
CHARACTER NAME
SPELL SLOTS

CLERIC SPELLS Wisdom 5 +4 DC 12


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

WILL
AT Chill Touch 2 crea in 5 ft spell atk for 2d8 Necro. dmg; can't regain hp; undead dis. atks vs. me — Necro 1 a 120 ft V,S 1 rnd P 221
WILL
AT Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have — Evo 1a Touch V,M 1 h (D) P 255
WILL multiple instances c
AT Sacred Flame 1 creature that I can see save or 2d8 Radiant dmg; no bonus for cover on save Dex Evo 1a 60 ft V,S Instantaneou P 272
WILL
c s
AT
WILL Spare the Dying 1 living creature (or 2 within 5 ft of each other) with 0 current HP becomes stable — Necro 1 a Touch V,S Instantaneou P 277
1ST LEVEL / APPRENTICE MYSTERIES

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book — Abjur 1h Touch V,S,M Instantaneo X 151
(25gp cons.) † us
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, Wis Ench 1a 60 ft V 1 rnd P 223
drop, flee, halt
Create or Destroy Create/destroy 10+10/SL gal of water in open container or create rain/destroy fog in — Tran 1a 30 ft V,S,M Instantaneo P 229
Water 30+5/SL-ft cu s us
Cure Wounds 1 living creature heals 1d8+1d8/SL+1 (Wis) HP — Evo 1a Touch V,S Instantaneo P 230
c us
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area — Div 1a Self V,S Conc, 10 P 231
within 30 ft min
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 P 231
min
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within — Div 1a Self V,S,M Conc, 10 P 231
30 ft min
) False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1 a Self V,S,M 1 h P 239
Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 Touch V,S 8h W 186
min
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evo 1a 120 ft V,S 1 rnd P 248
c
Healing Word 1 living creature heals 1d4+1d4/SL+1 (Wis) HP — Evo 1 bns 60 ft V Instantaneo P 250
c us
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1 a Touch V,S Instantaneo P 253
us
Magnify Gravity 10-ft rad all crea 2d8+1d8/SL Force dmg, half spd; Save halves & no spd reduce; Str Con Tran 1a 60 ft V,S 1 rnd W 188
check to move obj s
Prot. from Evil/Good 2ND LEVEL / INITIATE MYSTERIES
1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also — Abjur 1a Touch V,S,M Conc, 10 P 270
dis. on atks † min
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease Tran 1 a — 10 ft V,S Instantaneo P 270
s us
) Ray of Sickness Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of my next turn Con Necro 1 a 60 ft V,S Instantaneo P 271
us
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
area spells
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 P 275
min

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Aid 3 creatures gain 5+5/SL current HP and HP max for the duration — Abjur 1a 30 ft V,S,M 8 h P 21
1
Augury (R) Omen about specific course of action I plan to take in the next 30 min (25gp) — Div 1 min Self V,S,Mƒ P 21
Instantaneous 5
) Blindness/Deafness 1+1/SL crea save or blinded or deafened; extra save at end of every turn Con Necro 1 a 30 ft V 1 min P 21
9
Borrowed Knowledge Gain proficiency with one skill; ends early if cast again (25gp) — Div 1a Self V,S,Mƒ 1 hour SC 37
Calm Emotions 20-ft rad all humanoids save or I suppress either charm/fear effects or hostility Cha Ench 1a 60 ft V,S Conc, 1 min P 22
1
Continual Flame Create a permanent flame (50gp cons.) — Evoc 1a Touch V,S,M† Till P 22
dispelled 7
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1 a Touch V,S,M Conc, 1 h P 23
7
Find Traps Sense presence of any trap within line of sight; not exact location, but general nature of — Div 1a 120 ft V,S P 24
trap 1
Instantaneous
Fortune's Favor 1+1/SL crea once roll extra d20 and select which to use for atk, check, save, or atk vs. it — Div 1 min Touch V,S,M† 1 h W 18
(100gp cons.) 6
Gentle Repose (R) 1 corpse protected from decay and prevent it from becoming undead; add duration to — Necro 1 a Touch V,S,M 10 days P 24
raising dead 5
> Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of Wis Ench 1a 60 ft V,S,M Conc, 1 min P 25

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
each turn 1
Immovable Object 1 obj <10 lb fixed in place; holds 4k lb; Str check move, except chosen/password; See B — Trans 1 a Touch V,S,M† 1 h W 18
(25gp cons.) 7
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S P 25
5
Instantaneous
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see — Div 1a Self V,S,M Conc, 10 P 25
book min 6
Prayer of Healing 6 living creatures heal 2d8+1d8/SL+1 (Wis) HP — Evoc 10 30 ft V P 26
min 7
Instantaneous
Protection from 1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. — Abjur 1a Touch V,S 1h P 27
Poison being poisoned 0
) Ray of Enfeeblement Spell attack; crea does half dmg with weapon attacks that use Str; save at end of each Con Necro 1 a 60 ft V,S Conc, 1 min P 27
turn to end 1
Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use — Illus 1a 120 ft V,S Conc, 10 P 27
verbal comp. min 5
Soul Delve Learn about willing, helpless, or recently dead (24h) creature; unwilling learns about me — Necro 1 min 5 ft V,S,Mƒ E 4
too (100gp) Instantaneous
Spiritual Weapon Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft — Evoc 1 bns 60 ft V,S 1 min P27
and/or attack 8
Warding Bond 1 crea +1 AC, +1 saves, resistance all dmg; if takes dmg I take same dmg; ends if >60 — Abjur 1a Touch V,S,Mƒ 1 h (D) P 28
ft away (100gp) 7
Wristpocket (R) Store 1 held obj <5 lb in extradim. space; 1 a to summon obj in free hand or return; — Conj 1a Self S Conc, 1 h W 19
reappears at end 0
Zone of Truth 15-ft rad all in or enter save or unable to lie; I'm aware if saved or not; crea aware it Cha Ench 1a 60 ft V,S 10 min P 28
cannot lie 9

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
LINE
PL
Point of Origin CONE CUBE SPHERE CYLINDER

AREA OF
EFFECT

ATTACK (ACTION)
Make one melee or ranged attack with a HIDE (ACTION) BLINDED
weapon, or multiple attacks with the ‘Extra Hide from those that can’t perceive you. Your Fail checks involving sight. LEVEL EFFECT (CUMULATIVE)

Attack’ class feature. (See the ‘Attack Action’ Dex (Stealth) check is the DC for anybody’s Wis Attacks have disadvantage. 1 Disadvantage on ability checks

section below.) (Perception) check to discover you. Enemy attacks have 2 Speed halved
OVERRUN (ACTION OR BONUS ACTION) (DMG advantage. 3 Disadvantage on attacks / saves
CAST A SPELL (CASTINg TIME OF THE SPELL)
272) CHARMED 4 Hit Point maximum halved
Effect depends on the spell being cast.
Move through hostile’s space once by winning Can’t harm/attack charmer. 5 Speed reduced to 0
DASH (ACTION) opposing Str (Athletics) check. Advantage if Charmer has advantage on 6 Death
Gain your speed as extra movement for this you are larger or disadvantage if you are
turn. ability checks to interact EXHAUSTION (PHB 291)
smaller than the opponent. socially.
DISENGAGE (ACTION)
READY (ACTION) DEAFENED
Your movement doesn’t provoke opportunity
Choose an action that you will take in response Fail checks involving
attacks for the rest of the turn.
to a set trigger. Taking the action uses your hearing.
reaction. Readying a FRIGHTENED
DODGE (ACTION) spell requires concentration and expends the Disadvantage to checks/attacks while the source of fear
Attack rolls from attackers you can see have spell slot. is in sight. Can’t willingly move closer to the source of
disadvantage and you have advantage on Dex SEARCH (ACTION) fear.
saving throws until the start of your next turn, Search for something, possibly with a Wis
GRAPPLED
until you become incapacitated or your speed (Perception) or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or
drops to 0. TUMBLE (ACTION OR BONUS ACTION) (DMG
when moved out of grappler’s reach by an effect.
272)
ESCAPE (ACTION) INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Move through hostile’s space once by winning
Can’t take actions or reactions.
Dex (Acrobatics) check vs. grappler’s Str opposing Dex (Acrobatics) check.
INVISIBLE
(Athletics) check. USE OBJECT (ACTION)
Can’t be seen (normally), but still make noise and
HELP (ACTION) You can interact with an object once per turn for
tracks. Attacks have advantage. Enemy attacks have
Give an ally advantage on next ability check or free. A second interaction and special cases take disadvantage.
attack roll vs. an opponent within 5 ft of you, if an action to complete (e.g. draw a second
weapon, equip a shield, drink a potion, retrieve PARALYZED
done before the start of your next turn. Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
an item from a backpack).
COMBAT ACTIONS (PHB Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
192) PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings.
MELEE ATTACK (ONE Resistance to all damage. Immune to poison / disease. Fail Str
ATTACK) and Dex saving throws.
Normal attack on target within 5 ft. If attacking HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
with a light 3/4 +5 AC and Dex saving throws POISONED
melee weapon in one hand, allowed to make an attack TOTAL Can’t be targeted directly by attack Disadvantage on attack rolls and ability checks.
with a light melee weapon in other hand as a bonus or spell
PRONE
action, see ‘Two- Weapon Fighting’. If either weapon COVER (PHB
Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have
has the thrown property, it may be thrown as part of 196)
disadvantage. Enemy attacks have advantage within 5 ft and
this action.
disadvantage if further away.
RANGED ATTACK (ONE ATTACK)
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 Speed 0, regardless of bonus. Disadvantage on Dex saving
attacker. throws. Attacks have disadvantage. Enemy attacks have
advantage.
TWO-WEAPON FIGHTING (BONUS ACTION WITH ATTACK ACTION)
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light STUNNED
melee weapon in other hand as a bonus action. This off-hand attack can’t add a positive ability Incapacitated. Can’t move. Can speak only falteringly.
score modifier to the damage roll. If the weapon has the thrown property, it may be thrown as Fail Str and Dex saving throws. Enemy attacks have advantage.
part of this action. UNCONSCIOUS
DISARM (INSTEAD OF ONE ATTACK) (DMG Incapacitated. Can’t move or speak. Unaware of
271) surroundings. Drop everything. Fail Str and Dex saving
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex throws.
(Acrobatics) check. Disadvantage on the weapon attack roll if the item is being held with two or Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
more hands. Larger opponents have advantage and smaller have disadvantage. CONDITIONS (PHB 290)
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 by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
(Acrobatics) check. HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
MARK (WITH MELEE ATTACK) (DMG BLINDSIGHT Out to range, perceive without sight.
271)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
With a melee attack you can mark the target of that attack. The next opportunity attack against the
TRUESIGHT Out to range, perceive everything regardless of (magical)
marked target before the end of your next turn has advantage and doesn’t cost you your darkness, invisibility, illusions, shapechanging, or etherealness.
reaction. (PHB 183)
LIGHT & VISION
SHOVE (INSTEAD OF ONE ATTACK)
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.
ATTACK ACTION (PHB 195)

MOVE (LIMITED BY MOVEMENT SPEED) FORCED MARCH F


You can move your movement speed every turn. You can break up your movement between
Marching more thanactions.
8 hours You can requires
per day switch back and forth between different types (e.g. from flying to G
You can freely move through a nonhostile’s space, and through a hostile’saspace
Con ifsaving
it is two sizesat
throw larger
DC or10smaller than you. Another creature’s space counts as difficult terrain.+
+ 1 per
CLIMB / SWIM (AT ½ SPEED) additional hour, at the end of each additional c
May involve a Str (Athletics) check if the climb / swim is difficult. hour. If failed, suffer one level of exhaustion
CRAWL (AT ½ SPEED)
(see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
DIFFICULT TERRAIN (AT ½ SPEED)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character
Moving through difficult terrain costs twice as much speed. Another creature’s space counts as difficult terrain.
JUMP
Slow 200 feet 2 miles 18 miles Able to use stealth
TRAVEL PACE (PHB 182)
PACE MINUTE HOUR DAY EFFECT
Fast 400 feet 4 miles 30 miles -5 passive Perception Normal 300 feet 3 miles 24 miles ––
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
WATER (ONE gALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than
half, suffer one level of exhaustion, or two levels of exhaustion if currently already exhausted (see
conditions).
FALLING
1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from
the fall.
SUFFOCATING
Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con
modifier in
rounds, after which drop to 0 hit points and dying.
SHORT REST
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit
points.
LONG REST
A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit
points and half hit dice at end. If food and water are consumed, reduce exhaustion level by 1.
Maximum of 1 long rest per 24 hours.
ENVIRONMENT (PHB 183)

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character

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