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F AC DESCRIPTION
-1 STR +1 INT
PRO
11 Armor Leather
66 +4 13
Set Max HP
STRENGTH +2 DEX +5 WIS
Shield
-1 +2 CON
RESISTANCES
+7 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. being charmed; Magic +2 ARMOR
PRO
Medium Heavy Shields
PRO
+1
+3 Deception (Cha) > Common Alchemist's Supplies
+1 History (Int) > Undercommon
+5 Insight (Wis) Elvish
12
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+7 Persuasion (Cha) > Fey Presence < Misty Escape (taking damage) <
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FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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APPEARANCE
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Ventril Zelras
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> 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
> Sword Burst All crea in range save or 1d6 Force damage; +1d6 at CL 5, 11, and 17 Dex Conj 1a 5 ft V Instantaneous S 143
> Druidcraft (Tome) Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect Trans 1a 30 ft V,S Instantaneous P 236
> Mending (Tome) Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item Trans 1 min Touch V,S,M Instantaneous P 259
> Spare the Dying (Tome) 1 living creature with 0 current hp becomes stable Necro 1a Touch V,S Instantaneous P 277
> Light (Trait) 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
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
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers Div 1a Self V,S,M 1 h P 224
> Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) Div 1 min Touch V,S,M Instantaneous P 252
> Detect Magic (R) (Free) Know presence of magic within 30 ft; 1 a to see auras and determine school Div 1a Self V,S Conc, 10 min P 231
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Crown of Madness 1 humanoid save or charmed and must melee attack against crea chosen by you; extra save/rnd Wis Ench 1a 120 ft V,S Conc, 1 min P 229
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Gaseous Form 1 willing crea into a misty cloud with fly 10 ft, resist. to nonmagical dmg, adv. on Str/Dex/saves Con Trans 1a Touch V,S,M Conc, 1 h P 244
> Hunger of Hadar 20-ft rad blinds all while in; all start turn in 2d6 Cold dmg; all end turn in save or 2d6 Acid dmg Dex Conj 1a 150 ft V,S,M Conc, 1 min P 251
> Magic Circle Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.) Abjur 1 min 10 ft V,S,M 1 h P 256
> Major Image 20-ft cube illusion includes visible, audible, olfactory, temperature; 1 a move it; SL6: no conc.; see B Illus 1a 120 ft V,S,M Conc, 10 min P 258
> Plant Growth 1 a: 100-ft rad plants overgrow for 1/4 speed; 8h: 1 mile diameter plants yield double food at harvest Trans 1 a/8h 150 ft V,S Instantaneous P 266
4TH LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
> Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1a 30 ft V,S Instantaneous P 219
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.93 (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. 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)