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DCI
1 Bard (College of Glamour) Phillip
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Andover LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
-1 STR -1 INT
PRO
11 Armor Leather
9 +2 14
Set Max HP
STRENGTH ● +5 DEX +1 WIS
Shield
-1 +1 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light
PRO
● Medium Heavy Shields
PRO
-1
● +5 Deception (Cha) > Common Lute
-1 History (Int) > Elven Pipes
● +3 Insight (Wis) Dwarven Drums
8
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IDEALS
BONDS
FLAWS
BACKGROUND FEATURE
I learn two cantrips and one 1st-level spell of my choice from the
cleric's spell list.
I can cast the spell it at its lowest level once per long rest.
Wisdom is my spellcasting ability for these.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
FACTION RANK
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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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited 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
Andover
CHARACTER NAME SPELL SLOTS
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
> Resistance 1 willing crea can add 1d4 to one saving throw after rolling, once during the duration — Abjur 1a Touch V,S,M Conc, 1 min P 272
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1×
LR Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> 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 V Instantaneous P 285
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
> Detect Magic (R) 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
> 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 V Conc, 1 min P 239
> Tasha's Hideous Laughter 1 crea with Int>4 save or fall prone, incapacitated, can't stand; save end of each turn or if taking dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P 280
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly); Spell Sheet 1/1 Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Logsheet Options
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ADVENTURE LOGSHEET Phillip 1 of 1
PLAYER NAME DCI NUMBER SHEET NUMBER
GAIN
TOTAL
LOGSHEET ENTRY 1
GAIN
TOTAL
LOGSHEET ENTRY 2
GAIN
TOTAL
LOGSHEET ENTRY 3
GAIN
TOTAL
LOGSHEET ENTRY 4
GAIN
TOTAL
LOGSHEET ENTRY 5
GAIN
TOTAL
LOGSHEET ENTRY 6
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited 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)