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5 Warlock (the Celestial) Chandley

Rhys Silverthorne
LEVEL & CLASS PLAYER NAME

Inheritor Half-Elf 6,500 14,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 0
PRO

STR INT
13 Armor Mage Armor

38 +3 16
STRENGTH +3 DEX ● +5 WIS
Shield

0 +2 CON
RESISTANCES
● +8 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +3 ARMOR

+3 on saves vs. charmed CURRENT HIT POINTS INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


5 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 16 ABILITY
SAVE DC
CHARISMA

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light

PRO
Medium Heavy Shields
PRO

14 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial Other Weapons:
● +3 Arcana (Int) Healing Light 6d6 LR
INTELLIGENCE 0 Athletics (Str)
LANGUAGES TOOLS & OTHERS

0
+5 Deception (Cha) Common Playing Card Set
● +3 History (Int) Elvish
+2 Insight (Wis) Dwarvish
11
+5 Intimidation (Cha) Draconic
● +3 Investigation (Int)
WISDOM
+2 Medicine (Wis)

+2 0 Nature (Int) LIMITED FEATURES PROFICIENCIES


● +5 Perception (Wis)
14 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) Have familiar attack (part of my Attack action) Healing Light
CHARISMA 0 Religion (Int) Familiar (dismiss/reappear)

+5 +3 Sleight of Hand (Dex) Use familiar's senses


● +6 Stealth (Dex)
● +5 Survival (Wis)
20
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Mace ✔ Str Melee +3 1d6 Bludgeoning

DESCRIPTION
Darkvision 60 ft
Javelin ✔ Str Melee, 30/120 ft +3 1d6 Piercing
Thrown
SENSES Dagger ✔ Dex Melee, 20/60 ft +6 1d4+3 Piercing
Finesse, light, thrown
NAME TOTAL NAME TOTAL
Sacred Flame ✔ Cha 60 ft DC 16 2d8 Radiant
Dex save, no bonus from cover, success - no damage; 1 creature (PHB 272)

Agonizing Blast ✔ Cha 120 ft +8 2×1d10+5 Force


Each d10 is a separate beam requiring separate rolls (PHB 237)
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
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Warlock (the Celestial), level 5:
◆ Pact Magic (Warlock 1, PHB 107) [3 cantrips & 6 spells known] I judge people by their actions, not their words. If someone is in
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability trouble, I'm always ready to lend help.
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
◆ Bonus Cantrips (the Celestial 1, XGtE 54) PERSONALITY TRAITS
I learn the Light and Sacred Flame cantrips, not counting for the number I can know
◆ Healing Light (the Celestial 1, XGtE 54) [6d6 per long rest] Respect: People deserve to be treated with dignity and respect.
As a bonus action, I can heal a creature I can see within 60 ft by expending dice (Good)
I can expend up to my Charisma modifier (min 1) of dice from my pool at a time
The target heals HP equal to the roll of the dice; I regain all expended dice on a long rest IDEALS
◆ Eldritch Invocations (Warlock 2, PHB 107) [3 invocations known]
Use the "Choose Features" button above to add Eldritch Invocations to the third page I have a family, but I have no idea where they are. One day, I
Whenever I gain a warlock level, I can replace an invocation I know with another hope to see them again.
◆ Pact of the Chain (Warlock 3, PHB 107)
I can cast Find Familiar as a ritual (PHB 240); Also Imp/Pseudodragon/Quasit/Sprite
BONDS
When taking the attack action, I can forgo 1 attack to have my familiar attack instead
It makes this 1 attack by using its reaction
I will put finding my parents over everything else.

FLAWS

Feature Name: Inheritance

The item I inherited has a special significance, history, power, and/or


important value. When I begin my adventuring career, I can decide
whether to tell my companions about it right away. Rather than
attracting attention to myself, I could decide to keep it a secret until
I learn more about what it means to me and what it can do for me.

BACKGROUND FEATURE

Half-Elf (+2 Charisma and +1 to two other ability scores of my


choice)

Skill Versatility: I gain proficiency in two skills of my choice.

CLASS FEATURES RACIAL TRAITS

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


CP

SP

EP

GP

PP

WEIGHT CARRIED

ENCUMBERED
ATTUNED MAGICAL ITEMS
51 - 100 lb
HEAVILY ENCUMBERED
101 - 150 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 151 - 300 lb
EQUIPMENT
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◆ Armor of Shadows (Eldritch Invocation, PHB 110)
I can cast Mage Armor on myself at will, without spell slots or material comp. (PHB 256) FEAT: Magic Initiate [Sorcerer] PHB, page 168
◆ Fiendish Vigor (Eldritch Invocation, PHB 111) I learn two cantrips and one 1st-level spell of my choice from the
I can cast False Life on myself at will, without spell slots or material comp. (PHB 239) sorcerer's spell list.
◆ Agonizing Blast (Eldritch Invocation, PHB 110) I can cast the spell it at its lowest level once per long rest.
I can add my Charisma modifier to the damage of my Eldritch Blast cantrip Charisma is my spellcasting ability for these.

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


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Female 21 Medium 5'10" 130 lbs
Rhys Silverthorne
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Dirty Blonde Brown Light


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

-Mother (human) was a village guard


-Father (elf) was a hunter/trapper
-age 14 village was attacked and her parents were enslaved along with most of her village
-lost her left arm in the attack but got away
-prayed to anyone who would listen and her patron answered
-will do anything to find/rescue her parents
-has a carved dragon tooth necklace that her parents gave her and she cherishes it dearly

APPEARANCE

Wealthy LIFESTYLE DAILY PRICE 4 gp

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 - Flapkan@gmail.com
Pseudodragon Tiny 1" 5 lbs
Geiza
RACE SIZE HEIGHT WEIGHT

Dragon 2 years Female Neutral Good


TYPE AGE GENDER ALIGNMENT
FAMILIAR
NAME

F
-2 STR 0 INT Temporary HP: SUCCESSES
PRO

13 +2 8
STRENGTH
+2 DEX +1 WIS

-2 +1 CON 0 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

6
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Bite ✔ Dex Melee (5 ft) +4 1d4+2 Piercing
15 ft, fly 60
+2
DEXTERITY

+2 INITIATIVE
ft
SPEED
DESCRIPTION

Sting ✔ Dex Melee (5 ft) +4 1d4+2 Piercing


15 LEVEL USED DC 11 Con save or poisoned 1 hour; fail by 5 or more: unconscious 1 hour, until damaged or awakened

DIE
2
d4+2
1
CONSTITUTION ATTACKS
HIT DICE PER ACTION

+1
ATTACKS

F EX
◆ Languages: understands Common and ◆ Keen Senses: The pseudodragon has advantage on
13 +2 Acrobatics (Dex)
PRO

Draconic but can't speak. Wisdom (Perception) checks that rely on sight, hearing, or
+1 Animal Handling (Wis)
◆ Pact of the Chain: If dropped to 0 HP, the smell.
0 Arcana (Int)
INTELLIGENCE familiar disappears, leaving behind no ◆ Magic Resistance: The pseudodragon has advantage on
-2 Athletics (Str)
0 0 Deception (Cha)
physical form. It must obey all commands
of the master
saving throws against spells and other magical effects.
◆ Limited Telepathy: The pseudodragon can magically
0 History (Int) communicate simple ideas, emotions, and images
10 +1 Insight (Wis) telepathically with any creature within 100 ft of it that can
understand a language.
0 Intimidation (Cha)
WISDOM
0 Investigation (Int)

+1 +1 Medicine (Wis)
0 Nature (Int)

12 ● +3 Perception (Wis)
0 Performance (Cha)

CHARISMA 0 Persuasion (Cha)

0
0 Religion (Int) FEATURES TRAITS
+2 Sleight of Hand (Dex)
● +4 Stealth (Dex) Pact of the Chain (variant of the Find Familiar 1st-level conjuration [ritual] spell, PHB 240):
10
+1 Survival (Wis) • Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
SKILLS It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, weasel,
or one of the special forms: imp, pseudodragon, quasit, or sprite.
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
13 PASSIVE WISDOM (PERCEPTION)
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
It reappears when I cast this spell again (in a new form if so desired)
Blindsight 10 ft; Darkvision 60 ft; Adv. on Wis
• The familiar acts independently of me, but it always obeys my commands
(Perception) checks using hearing/sight/smell
In combat, it rolls its own initiative and acts on its own turn, but it can't attack on its turn
SENSES
• While it is within 100 ft of me, I can communicate with it telepathically
• With my Attack action, I can forgo one attacks to have the familiar make one with its reaction
• As an action, I see/hear what it does (but not with my senses) until the start of my next turn
• As an action, I can temporarily dismiss it, having it disappears into a pocket dimension
• As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
• I can't have more than one familiar bonded at a time; as an action, I can dismiss it forever
• When I cast a spell with a range of touch, my familiar can deliver the spell
It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
It acts as if it cast the spells, but it can use my modifiers for any attack rolls the spell requires
COMPANION’S APPEARANCE
REMARKS NOTES
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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 - Flapkan@gmail.com
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Rhys Silverthorne
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +8 DC 16


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
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
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
Sacred Flame 1 creature save or 1d8 Radiant dmg; no bonus for cover on save; +1d8 at CL 5, 11, and 17 Dex Evoc 1a 60 ft V,S Instantaneous P 272
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 X 169

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
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

2ND LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Mind Spike 1 crea 3d8+1d8/SL Psychic dmg, know its location, can't be invis for you; save half, no other benefits Wis Div 1a 60 ft S Conc, 1 h X 162
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

MAGIC INITIATE SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Acid Splash 1 crea or 2 crea within 5 ft of each other save or 1d6 Acid dmg; +1d6 at CL 5, 11, and 17 Dex Conj 1a 60 ft V,S Instantaneous P 211
Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of your next turn; +1d8 at CL 5, 11, and 17 — Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) — Evoc 1a 90 ft V,S,Mƒ Instantaneous P 221

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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)
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