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3 Arcane Trickster
Raily Fastfoot
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Charlatan Half-elf 900 Add: 2,700


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
0 ● +4 INT
PRO

STR
11 Armor Leather

21 +2 14
Set Max HP
STRENGTH ● +5 DEX -1 WIS
Shield

0 +1 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +3 ARMOR

+3 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 12 ABILITY
SAVE DC
INTELLIGENCE

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) ● Light

PRO
●● Medium Heavy Shields
PRO

12 -1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● +4 Arcana (Int) > Hand crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE 0 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+2
● +4 Deception (Cha) > Common Thieves' tools
+2 History (Int) > Thieves' Cant Disguise kit
● +1 Insight (Wis) Elvish Forgery kit
14
>

+2 Intimidation (Cha) > Sylvan


+2 Investigation (Int) >
WISDOM
-1 Medicine (Wis) >

-1 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +1 Perception (Wis)
9 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +4 Persuasion (Cha) > Cunning Action < <

CHARISMA +2 Religion (Int) > Mage Hand Legerdemain < <

+2 +7 Sleight of Hand (Dex)


●● > < <

● +5 Stealth (Dex) > < <

-1 Survival (Wis) > < <


14
● +5 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Shortsword ✔ Dex Melee +5 1d6+3 Piercing


>
Finesse, light; Sneak attack 2d6
DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing
>
Finesse, light, thrown; Sneak attack 2d6
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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Arcane Trickster, level 3:
◆ Expertise (Rogue 1, PHB 96) [with 2 skills] Flattery is my preferred trick for getting what I want. I pocket
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level anything I see that might have some value.
◆ Sneak Attack (Rogue 1, PHB 96) [2d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously Charity: I distribute the money I acquire to the people who really
◆ Cunning Action (Rogue 2, PHB 96) need it. (Good)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Mage Hand Legerdemain (Arcane Trickster 3, PHB 98) IDEALS
As a bonus action, I can direct my Mage Hand
With a Dex (Sleight of Hand) vs. Wis (Perception) checks, I can do so discreetly A powerful person killed someone I love. Someday soon, I'll
I can make it invisible and perform the following tasks: have my revenge.
- Stow/retrieve an object the hand is holding in a container worn/carried by another
- Use thieves' tools to pick locks and disarm traps at range
BONDS
◆ Spellcasting (Arcane Trickster 3, PHB 98) [3 cantrips & 3 spells known]
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability
I'm convinced that no one could ever fool me the way I fool
others.

FLAWS

Feature Name: False Identity

I have created a second identity that includes documentation,


established acquaintances, and disguises that allow me to assume
that persona. Additionally, I can forge documents, including official
papers and personal letters, as long as I have seen an example of
the kind of document or the handwriting I am trying to copy.

BACKGROUND FEATURE

Half-Elf (+2 Charisma and +1 to two other ability scores of my


choice)

Skill Versatility: I gain proficiency in two skills of my choice.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Backpack, with: 5 > > Fine clothes 6
> - Bag of 1000 ball bearings 1 2 > > Belt pouch (with coins) 1
> - String, feet of 10 > > Leather armor 10 SP
> - Bell > > Shortsword 1 2
> - Candles 5 > > Dagger 1 1
EP
> - Crowbar 5 > >
> - Hammer 3 > >
>
>
- Pitons
- Hooded lantern
10 0.25
2
>
>
>
>
15 GP

> - Oil, flasks of 2 1 > >


PP
> - Rations, days of 5 2 > >
> - Tinderbox 1 > >
WEIGHT CARRIED
> - Waterskin 5 > >
71.8 lb
> - Hempen rope, feet of 50 0.2 > >
ENCUMBERED
> - Thieves' tools 1 > ATTUNED MAGICAL ITEMS
51 - 100 lb
> - Disguise kit 3 > >
HEAVILY ENCUMBERED
> > >
101 - 150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 51.5 SUBTOTAL SUBTOTAL 20 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
> FEAT:

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> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Mujer 23 Medium 1.60 50
Raily Fastfoot
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Mielikki Castaño Verdes Arena


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Mi madre, una elfa, y mi padre, un humano, traicionaron a sus familias y culturas enamorarse y decidir formar
una familia juntos. Esto no fue bien visto por nadie, en especial por mi familia materna quienes decidieron
castigarlos. El día en que nací mi abuelo, tío y unos cuantos matones fueron a nuestra casa para matar a mi
padre y llevarse a mi madre devuelta con los suyos pero todo salió mal. 2 de los hombres que acompañaron a
mis familiares murieron junto con mis 2 padres. Mi abuelo le ordenó a mi tío que me matara para "borrar el
error de su estúpida hija" sin embargo mi tío se apiado de mi. Me oculto en un poblado pobre y me regaló a
una familia de campesinos. (Esto no lo sabe el personaje)

Crecí en la casa de mis padres adoptivos que no tardaron en verme como una mera esclava a su disposición.
Desde pequeña tenía que trabajar para mantenerlos y aguantar sus constantes abusos. Cuando solo era una
niña pequeña mi padrastro, en un ataque de rabia, me grito que solo era un estorbo que aceptaron cuidare
APPEARANCE por unas cuantas monedas. A los 13 años comencé a aprender ciertos trucos y habilidades para conseguirme
la comida y cosas que necesitaba para sobrevivir. A los 15 ya podía defenderme por mí misma y decidí dejar la
asquerosa casa de mi madrastra que me golpeaba como a un saco de papas rancias y mi padrastro solo servia
Comfortable LIFESTYLE DAILY PRICE 2 gp para emborracharse. Tras viajar un poco me encontré con un viejo mago que vivía en lo más profundo del
bosque. Si no fuera por sus túnicas y grandes libros de hechicería lo podría haber confundido con cualquier
otro anciano. El viejo mago, llamado Kalantras, me encontró mientras trataba de entrar a su casa a robar lo
que pudiera; este con un solo ademan de su mano me dejo paralizada. En lugar de matarme o castigarme por
tratar de robarle me acogió en su cabaña. Tras varios días de hablar y pasar tiempo juntos me comencé a
sentir en confianza con él y le conté mi historia. Kalantras me contó que en su caso él decidió exiliarse tras no
haber podido evitar una gran catástrofe, aunque nunca me conté de que se trataba. Tras algunos meses de
vivir juntos y ayudarlo con experimentos mágicos, cosechar y en general pasar la vida juntos llegué a
considerar al viejo mago como el abuelo que nunca tuve. De él aprendí algunos trucos de magia que ahora
uso con bastante frecuencia. Al cumplir los 20 años le dije a Kalantras que tenía que saber más de mi pasado y
encontrar como es que acabé en aquella villa. Partí pero no sin antes jurarle a mi abuelo que regresaría con él
y podríamos vivir en paz para siempre después de que encuentre las respuestas que tengo.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Raily Fastfoot ●
SPELL SLOTS
CHARACTER NAME

ARCANE TRICKSTER SPELLS Intelligence +4 DC 12


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mage Hand Invisible hand, carries 10 lb; 1 bns to control, use thieves' tools, or stow/retrieve obj; only 1 instance — Conj 1a 30 ft V,S 1 min (D) P 256
> Booming Blade Melee wea atk with cast; if hit, it 0d8, if it moves next rnd it 1d8 Thunder dmg; +1d8 at CL5, 11, & 17 — Evoc 1a 5 ft V,M Instantaneous S 142
> 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

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
> Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
> Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) 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
DIFFICULT TERRAIN (at ½ speed) 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 creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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