Beruflich Dokumente
Kultur Dokumente
Rhys Silverthorne
LEVEL & CLASS PLAYER 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
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light
PRO
Medium Heavy Shields
PRO
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)
+5 Persuasion (Cha) Have familiar attack (part of my Attack action) Healing Light
CHARISMA 0 Religion (Int) Familiar (dismiss/reappear)
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)
FLAWS
BACKGROUND FEATURE
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
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
◆ 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
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
SYMBOL
APPEARANCE
F
-2 STR 0 INT Temporary HP: SUCCESSES
PRO
13 +2 8
STRENGTH
+2 DEX +1 WIS
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
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)
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
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
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
CANTRIPS (0 LEVEL)
1ST LEVEL
2ND LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
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 - Flapkan@gmail.com
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)