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F AC DESCRIPTION
● +3 STR -1 INT
PRO
51 +3 16
Set Max HP
STRENGTH ● +7 DEX +3 WIS
Shield
0 +2 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor
Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+7 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
-1
-1 Deception (Cha) > Dwarvish flute
-1 History (Int) > Orc
● +6 Insight (Wis) Common
8
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BACKGROUND FEATURE
I can double my proficiency bonus for Int/Wis checks concerning mountain terrain My ranged weapon attacks don't have disadvantage on long
While traveling for an hour or more in mountain terrain I gain the following benefits: range and ignore half cover and three-quarters cover. With a
- My allies and I are not slowed by difficult terrain and can't get lost except by magic ranged weapon that I am proficient with, I can choose to take a
- I am alert to danger even when doing something else; I forage twice as much food -5 penalty on the attack roll for +10 on the attack's damage.
- If alone (or alone with beast companion), I can move stealthily at my normal pace
- When tracking, I also learn the exact number, size, and time since passing
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
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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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 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 - Flapkan@gmail.com
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
> Hail of Thorns Next ranged weapon attack, all within 5 ft of target 1d10+1d10/SL Piercing dmg; save halves Dex Conj 1 bns Self V Conc, 1 min P 249
> Hunter's Mark 1 crea +1d6 dmg from your weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Healing Spirit 5-ft cube heals any crea I can see that enter it for 1d6+1d6/SL HP; I can move it 30 ft as a bns action — Conj 1 bns 60 ft V,S Conc, 1 min X 157
> Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means — Abjur 1a Self V,S,M Conc, 1 h P 264
> Rope Trick Rope up to 60 ft stands vertical; extradimens. space with invisible 3×5 ft entrance at top, for 8 crea — Trans 1a Touch V,S,M 1 h P 272
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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 - 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)