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Angelo DeMarco
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Entertainer
PRO
STRENGTH
STR
PLAYER NAME
Human
4,340
RACE
BACKGROUND
CHARACTER NAME
Tiago Azevedo
AC
INT
+4 DEX
+1 WIS
+1 CON
+6 CHA
+2
36
Set Max HP
MAXIMUM
HIT POINTS
RESISTANCES
Next Level
DESCRIPTION
11 Armor Leather
13
PROFICIENCY
BONUS
6,500
Add:
EXPERIENCE
Shield
ARMOR
CLASS
Dex
Medium Armor
Heavy Armor
Magic
10
Misc
Temporary Hit Points:
+3
DEXTERITY
+2
Misc
ARMOR
Heal
INITIATIVE
USED
ENCUMBERED
INSPIRATION
14
SUCCESSES
CONSTITUTION
DEATH
SAVES
12
INTELLIGENCE
SPEED
F
FEATURE
+1 Athletics (Str)
>
Lucky (attack/check/save)
11
ABILITY
SAVE DC
Light
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+1
HIT DICE
Show 2nd DC
14
30 ft
+2 Arcana (Int)
+8 Deception (Cha)
WISDOM
20 ft
+4 Acrobatics (Dex)
+2 Animal Handling (Wis)
4 d8+1
PRO
PRO
F EX
DIE
FAILURES
SAVING THROWS
+1
LEVEL
MAX
Simple
RECOVER USED
LR
CHARISMA
ARMOR
Medium
Heavy
Shields
WEAPONS
Martial
Other Weapons:
LR
LANGUAGES
>
+1 History (Int)
Common
Disguise kit
>
+3 Insight (Wis)
Elvish
Guitar
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+5 Intimidation (Cha)
Flute
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+1 Investigation (Int)
Drums
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+2 Medicine (Wis)
Piano
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+1 Nature (Int)
LIMITED FEATURES
SR
LR
PROFICIENCIES
Dawn
+2 Perception (Wis)
12
CHARISMA
+4
18
+6 Performance (Cha)
ACTIONS
REACTIONS
Cutting Words
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+1 Religion (Int)
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+3 Stealth (Dex)
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+2 Survival (Wis)
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Tool
SKILLS
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ACTIONS
ATTACK NAME
12
BONUS ACTIONS
Bardic Inspiration
+6 Persuasion (Cha)
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Rapier
Dex
Melee
Dex
Melee, 20/60 ft
TO HIT
+4
DAMAGE
DAMAGE TYPE
1d8+2
Piercing
1d4+2
Piercing
Finesse
DESCRIPTION
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SENSES
NAME
TOTAL
Reload
Dagger
+4
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NAME
TOTAL
Reload
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AMMUNITION
AMMUNITION
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)
Add Features
Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
As a bonus action, a creature in 60 ft that can hear me gets an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
PERSONALITY TRAITS
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus
I can cast my known bard spells as rituals if they have the ritual tag
I can add half my proficiency bonus to any ability check that doesn't already include it
IDEALS
Those that use HD and can hear my performance during a short rest get extra healing
BONDS
As a reaction, when a foe within earshot & 60 ft rolls ability check, attack or damage,
I can subtract a Bardic Inspiration die from the result unless the foe can't be charmed
I gain expertise with two skills I am proficient with; two more at 10th level
FLAWS
CLASS FEATURES
ADVENTURING GEAR
Backpack, with:
- Bedroll
- Candles
- Rations, days of
- Waterskin
- Disguise kit
ADVENTURING GEAR
LB
LB
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SUBTOTAL
Add Equipment
30
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)
Racial Options
RACIAL TRAITS
ADVENTURING GEAR
Costume
Woman's underwear
Belt pouch (with coins)
Musical Instrument: Guitar
Leather armor
Rapier
Dagger
LB
EQUIPMENT
SP
10
EP
2
1
15
GP
PP
WEIGHT CARRIED
56.3 lb
ENCUMBERED
SUBTOTAL
CP
51 - 100 lb
HEAVILY ENCUMBERED
101 - 150 lb
PUSH/DRAG/LIFT
SUBTOTAL
26
151 - 300 lb
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
>
FEAT: Lucky
Use one of three luck points to roll an extra d20 for attacking,
Com uma ao, voc pode se transformar em qualquer humanoide do seu tamanho que voc
j tenha visto, ou de volta sua forma verdadeira. No entanto, seu equipamento no muda
extra dice are rolled. I regain expended luck points when I finish
a long rest.
O poder lhe faz imitar todos os traos fsicos da pessoa (cores, voz, defeitos e marcaes)
desde que voc os conhea, mas no lhe permite imitar traos psicolgicos (personalidade,
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FEAT:
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FEAT:
FEATS
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
NOTES
ADVENTURING GEAR
LB
ADVENTURING GEAR
LB
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SUBTOTAL
SUBTOTAL
EXTRA EQUIPMENT
OTHER HOLDINGS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)
MAGIC ITEMS
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
Angelo DeMarco
SPELL SLOTS
CHARACTER NAME
BARD SPELLS
Charisma
+6
SPELLCASTING ABILITY
DC 14
ATTACK MODIFIER
SAVING THROW DC
CANTRIPS (0 LEVEL)
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SPELL
DESCRIPTION
RANGE
COMP DURATION
Minor Illusion
5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book
Illus
1a
30 ft
S,M
1 min (D)
P 260
PG.
Prestidigitation
Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc.
Trans
1a
10 ft
V,S
1 h (D)
P 267
Vicious Mockery
1 creature save or 1d4 Psychic dmg and dis. on next attack roll; +1d4 at CL 5, 11, and 17
Wis
Ench
1a
60 ft
Instantaneous P 285
1ST LEVEL
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SPELL
DESCRIPTION
RANGE
COMP DURATION
Dissonant Whispers
1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune
Wis
Ench
1a
60 ft
Instantaneous P 234
PG.
Faerie Fire
20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea
Dex
Evoc
1a
60 ft
Conc, 1 min
Silent Image
15-ft cube illusion includes visible; 1 a move it; Int(Investigation) check vs. spell DC; see book
Illus
1a
60 ft
P 276
Create an invisible, mindless, shapeless servant for simple tasks; bns a to mentally command it
Conj
1a
60 ft
V,S,M 1 h
P 284
P 239
2ND LEVEL
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SPELL
DESCRIPTION
RANGE
COMP DURATION
Hold Person
1+1/SL humanoid within 30 ft of each other save or paralyzed; extra save at end of each turn
Wis
Ench
1a
60 ft
P 251
Invisibility
1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible
Illus
1a
Touch
V,S,M Conc, 1 h
P 254
Suggestion
1 crea save or follow understood reasonable stated course of action; ends if you or allies harm target
Wis
Ench
1a
30 ft
V,M
P 279
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign); Spell Sheet 1/1
Conc, 8 h
PG.
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
Point of Origin
CONE
CUBE
SPHERE
CYLINDER
AREA OF EFFECT
ATTACK (action)
HIDE (action)
DASH (action)
DISENGAGE (action)
READY (action)
BLINDED
EXHAUSTION
FRIGHTENED
ESCAPE (action)
INCAPACITATED
INVISIBLE
(DMG 272)
You can interact with an object once per turn for free. A
second interaction and special cases take an action to
complete (e.g. draw a second weapon, equip a shield,
drink a potion, retrieve an item from a backpack).
COMBAT ACTIONS
(PHB 192)
(PHB 291)
SEARCH (action)
EFFECT (cumulative)
Disadvantage on ability checks
Speed halved
Disadvantage on attacks / saves
Hit Point maximum halved
Speed reduced to 0
Death
DEAFENED
LEVEL
1
2
3
4
5
6
GRAPPLED
Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
COVER
(PHB 196)
Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
away (second number).
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 melee weapon in
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the
weapon has the thrown property, it may be thrown as part of this action.
DISARM (instead of one attack)
(DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have
disadvantage.
CONDITIONS
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. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack)
(DMG 271)
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
before the end of your next turn has advantage and doesnt cost you your reaction.
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
LIGHTLY OBSCURED
HEAVILY OBSCURED
BLINDSIGHT
DARKVISION
TRUESIGHT
(dim light)
(darkness)
You can move your movement speed every turn. You can break up your
movement between actions. You can switch back and forth between different
types (e.g. from flying to walking), by subtracting the distance already moved
from the new speed.
You can freely move through a nonhostiles space, and through a hostiles
space if it is two sizes larger or smaller than you. Another creatures space
counts as difficult terrain.
CLIMB / SWIM (at speed)
(PHB 195)
(PHB 290)
(PHB 183)
FORCED MARCH
PACE
Fast
Normal
Slow
MINUTE
400 feet
300 feet
200 feet
HOUR
DAY
EFFECT
4 miles 30 miles -5 passive Perception
3 miles 24 miles
2 miles 18 miles Able to use stealth
TRAVEL PACE
(PHB 182)
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).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
FALLING
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 creatures
space counts as difficult terrain.
JUMP
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.
After moving at least 10 feet on foot, you can jump you Str score in feet straight
forward, or 3 + your Str modifier in feet up. The jump distance is halved when
performing a standing jump.
SHORT 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.
Standing up from being prone costs half your movement speed for this turn.
MOVEMENT
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(PHB 182)
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
ENVIRONMENT
(PHB 183)
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com