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5 Storm Sorcerer
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LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
-1 STR +2 INT
PRO
Armor
32 +3
Set Max HP
STRENGTH +2 DEX 0 WIS
Shield
-1 +5 CON
RESISTANCES
+6 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves vs. +2 ARMOR
PRO
Light Medium Heavy Shields
PRO
+2
+3 Deception (Cha) > Common Type of artisan's tool
+2 History (Int) > Primordial Vehicles (land)
0 Insight (Wis) Gnomish
14
>
>
FLAWS
Since I come from the ranks of the common folk, I fit in among them
with ease. I can find a place to hide, rest, or recuperate among other
commoners, unless I have shown myself to be a danger to them.
They will shield me from the law or anyone else searching for me,
though they will not risk their lives for me.
BACKGROUND FEATURE
> 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
COMPANIONS APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances Evoc 1a Touch V,M 1 h (D) P 255
> Lightning Lure 1 crea you see save or pull 10 ft to you; if end in 5 ft, 1d8 Lightning dmg; +1d8 at CL 5, 11, and 17 Str Evoc 1a 15 ft V Instantaneous S 143
> 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
> Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 Evoc 1a Touch V,S Instantaneous P 275
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if hit crea save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 150 ft S Instantaneous E 15
> Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous E 19
> Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor Abjur 1a Touch V,S,M 8 h (D) P 256
> Witch Bolt Spell attack 1d12+1d12/SL Lightning dmg; 1 a, if consecutive, for dmg again; ends if out of range Evoc 1a 30 ft V,S,M Conc, 1 min P 289
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fly 1+1/SL willing creatures gain fly 60 ft speed Trans 1a Touch V,S,M Conc, 10 min P 243
> Lightning Bolt 100-ft long 5-ft wide all 8d6+1d6/SL Lightn. dmg; save halves; unattended flammable obj ignite Dex Evoc 1a 100-ft line V,S,M Instantaneous P 255
CANTRIPS (0 LEVEL)
DODGE (action) Choose an action that you will take in response to a set Fail checks involving hearing.
Attack rolls from attackers you can see have disadvantage trigger. Taking the action uses your reaction. Readying a FRIGHTENED
and you have advantage on Dex saving throws until the spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
start of your next turn, until you become incapacitated or SEARCH (action) Cant willingly move closer to the source of fear.
your speed drops to 0. Search for something, possibly with a Wis (Perception) GRAPPLED
ESCAPE (action) or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
Escape a grapple by winning a Str (Athletics) or Dex TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
(Acrobatics) check vs. grapplers Str (Athletics) check. Move through hostiles space once by winning opposing INCAPACITATED
HELP (action) Dex (Acrobatics) check. Cant take actions or reactions.
Give an ally advantage on next ability check or attack roll USE OBJECT (action) INVISIBLE
vs. an opponent within 5 ft of you, if done before the You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
start of your next turn. second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
complete (e.g. draw a second weapon, equip a shield, PARALYZED
drink a potion, retrieve an item from a backpack). Incapacitated. Cant 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. Cant 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 Cant 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 speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
RESTRAINED
away (second number). 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 cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant 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. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
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. opponents 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 doesnt 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. Cant 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)