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F AC DESCRIPTION
-1 STR +1 INT
PRO
24 +2 15
Set Max HP
STRENGTH ● +5 DEX 0 WIS
Shield
-1 +2 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
Adv. vs. being charmed; Magic +4 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light
PRO
● Medium Heavy Shields
PRO
+1
●● +7 Deception (Cha) > Common Drum, Flute, Lute, Shawm
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FLAWS
BACKGROUND FEATURE
Shawm 1
12
> > > GP
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PP
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WEIGHT CARRIED
> > >
45.7 lb
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ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 39 SUBTOTAL SUBTOTAL 6.5 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Neutral Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
SYMBOL
The life of a vagabond is the only life you’ve ever known, and your various talents have rarely failed to provide
you a warm bed and a hot supper. But mere survival is not enough anymore. You have discovered the hidden
magic of words and music, and it is time for you to weave yourself into the stories told in hushed tones over
steaming drinks, inspiring wonder in their listeners.
You have been the center of attention since before you could walk, and once you learned to sing and play, you
never surrendered the spotlight again. And who deserves it more than you?
By Popular Demand. You can always find a place to perform. You receive free lodging and food of a modest or
APPEARANCE comfortable standard as long as you perform each night. When strangers recognize you in a town where you
have performed, they typically take a liking to you.
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> 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.
> Charm Person 1+1/SL humanoids save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
> 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
> 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
> Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
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
> Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch V,S,M Conc, 1 h P 237
(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 10 crea Up to 10 creatures in the spells area, 1 of which may be you, the caster
1 rea 1 reaction Kn Known 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
20 cu ft 20 cubic feet Me Memorized In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
20 sq ft 20 square feet min Minute(s) all All creatures within the spell’s area
adv. Advantage obj Object(s) any Any creatures of your choosing that are within the spell’s area SOURCES (‘B’ COLUMN)
atk Attack obsc. Obscured cons. The material component is consumed by the spell E Elemental Evil Player's Companion
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting P Player's Handbook D&D 5th edition
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting S Sword Coast Adventure Guide
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware U Unearthed Arcana
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (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)