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F AC DESCRIPTION
● +5 STR -1 INT
PRO
23 +2 16
Set Max HP
STRENGTH +1 DEX -1 WIS
2 Shield
+3 ● +5 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex ● Medium Armor Heavy Armor
Magic
Bludgeon. (in rage)
16 Piercing (in rage)
Misc
Temporary Hit Points: Misc
+1
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Strength saves in rage
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
● Heavy
PRO
-1
● +4 Deception (Cha) > Common
-1 History (Int) > Abyssal
-1 Insight (Wis) Giant
8
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● +4 Intimidation (Cha) >
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SENSES
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Reload Reload
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BONDS
FLAWS
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
Neutral Evil
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
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SYMBOL
APPEARANCE
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.83 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made 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
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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.
> 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
> Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
1×
LR Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.83 (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)