You are on page 1of 5

Simon Khaine Randir Jorge Calle

8 Wizard (Bladesinger)
34,000 48,000
Sage
LEVEL Half-elf Medium 5'7" 170
Male Brown Green White (Tan)
40 Whatever it needs to be Very little

Skills
Abilities
+4 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
+2 Animal Handling (WIS)
+3
BONUS

13
STR +1 +2
PROFICIENCY
BONUS +
+11 Arcana (INT)
STRENGTH
8+
Int 16 +1 Athletics (STR)

18
DEX +4 +5
+2 Deception (CHA)
DEXTERITY +8 History (INT)
12
+5 Insight (WIS)
16 CON +3 +4 Darkvision 60 ft
CONSTITUTION +2 Intimidation (CHA)
+8 Investigation (INT)
20 INT +5 +9
INTELLIGENCE +2 Medicine (WIS)
+5 Nature (INT)
15
WIS +2 +6
WISDOM
Arcane Recovery (4 levels of spell slots) 1 LR +2 Perception (WIS)
Bladesinging 3 LR +5 Performance (CHA)
15 CHA +2 +3 +2 Persuasion (CHA)
CHARISMA
+5 Religion (INT)
+4 Sleight of Hand (DEX)
+4 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
+2 Survival (WIS)
Tool

Combat +4 4
40 ft 20 ft

13 Glamoured Studded Leather

18 CURRENT

4
2
Lightning
HP 82
1 Cloak of Protection
MAX HIT POINTS 8 × d6 + 3 I DC10
× + II

HIT × +
III
DICE
1
LEVEL DIE CON USED

PROF ABILITY
Dusk Slasher Dex 5 +8 1d8+5 Radiant Attack / Cast a Spell
Swift, Brutal, Blessed, Precise Dash / Disengage / Dodge

Shortsword Dex Melee +7 1d6+4 Piercing Escape Grapple / Help / Hide


Finesse, light, Silvered Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Dagger Dex Melee, 20/60 ft +7 1d4+4 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse, light, thrown

Shortbow Dex 80/320 ft +7 1d6+4 Piercing


BONUS ACTIONS REACTIONS
Ammunition, two-handed
Bladesing Opportunity Attack (cast spell)
Crossbow, light Dex 80/320 ft +7 1d8+4 Piercing Off hand attack Shield
Ammunition, loading, two-handed Counterspell
TOTAL TOTAL Absorb Elements
Arrows Bolts
Features Background

I suffer from both a lack of patience for the inept and exuberance for those who seek to

Within 60ft, tread dim light as bright, darkness as dim light improve through the attainment of knowledge.

Increase Navigator's Tools and Acrobatic checks by 1d4


Immune to magical sleep, advantage of saves against being charmed
Resistance to lightning damage
Knowledge. The path to power and self-improvement is through knowledge.
Cast the Gust cantrip at will
Cast Gust of Wind (1/day)

Once I have expanded my horizons and abilities, I shall return to my homeland and
improve the lot of everyone through knowledge and wisdom.

Wizard, level 8: My intelligence also makes me prone to being arrogant towards others I perceive as less
Arcane Recovery: Once per day after a short rest, I can recover a number of 5th-level or
capable and unwilling to learn.
lower spell slots
Arcane Tradition: Bladesinging
You gain a bonus to your AC equal to your intelligence modifier
Feats
Your walking speed increases by 10ft.
You have advantage on dexterity (acrobatics) checks
Mobile
You gain bonus to any constitution saving throws you make to maintain
Your speed increases by 10ft. When you use the dash action, difficult terrain doesn't cost
concentration on a spell. The bonus equals your intelligence modifier.
Extra Attack: Whenever you take the attack action you may follow up with a second you extra movement. When you make a melee attack against a creature, you don't provoke
an opportunity of opportunity.
attack. You can cast a cantrip in place of one of those attacks.

War Caster
You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage. You can cast a spell while holding
weapons. Can cast an Action spell as an opportunity attack.

Tough
Gain an additional 2HP when you level up.

Elven Accuracy
Whenever you have advantage on an attack roll using Dex, Int, Wis or Cha, you can reroll
one of the dice once.

Equipment
LBS LBS
Bottle of black ink
Quill
Small knife 0.25

Mother's letter
Explorer's Pack
Harper Emblem
Faction Book 5

Ring of Free Action


Enduring Spellbook (Simon) 3

Enduring Spellbook (Jellal) 3

Glamoured Studded Leather Armor 13

Necklace of Fireball x1
1 Bottle of Rum
55 GP of Charcoal, Herbs and Incense
Uncommon Glammerweave
1 Diamond worth 300gp
Researcher 1 Potion of Healing 0.5

You frequently know where to find information concerning lore


Robe of Magical Serpents 4

4 Hellgate Runes
Effigy of Barovia ATTUNED MAGICAL ITEMS (MAX 3)
Effigy of Bluetsport Dusk Slasher
Staff of the Adder 4 Ruby of the War Mage
Scroll of Teleportation Cloak of Protection
Proficiencies CARRYING CAPACITY
32.8

66 - 5 STR × 15 10 196 - 15 - 30

130 lb 195 lb
-10 FT SPEED -20 FT SPEED
390 lb
5 FT 32.8 lb
ARMOR:
WEAPONS: Dagger, Dart, Light crossbow, Quarterstaff, Sling

Common Undercommon
Elvish Deep Speech
Dwarvish
Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Simon Khaine Randir

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: Dusk Slasher ATTUNED

F
1 Disadvantage on Ability Checks Swift (Advantage after a miss) Brutal (add 1d8 during a crit) Blessed (-10ft and no
reaction to Fey, Fiend and undead when hit) Precise (Crit on 19 or 20). 15ft bright light,
2 Speed halved 15ft dim light. Radiant damage. Additional 1d8 to undead. Sanctuary (2/day) Beacon of
Hope (1/day). Shadow of moil (1/day) necrotic damage.
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: Ruby of the War Mage ATTUNED

.
While attuned, your weapon acts as your spellcasting focus.
5 Speed reduced to 0

1,
6 Death

Conditions MAGIC ITEM: Cloak of Protection [SRD 214] ATTUNED


While I wear this cloak, I gain a +1 bonus to AC and saving throws.
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: Ring of Free Action [SRD 236] ATTUNED
Poisoned
While I wear this ring, difficult terrain doesn't cost me extra movement. In addition, magic
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. can neither reduce my speed nor cause me to be paralyzed or restrained.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: Enduring Spellbook ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on Cannot be damaged by fire or immersion in water
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: Necklace of Fireball x1 ATTUNED
Unconscious Each bead is a lvl 3 fireball
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Other Holdings
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction. A favor from the Anoichte Porte
Move opponent 5 ft or make prone by winning opposing Str (Athletics) Trollskull Manor
Shove Attack
check. Disadvantage if trying to move the opponent to a side.* Waterdeep guard permit to investigate extraplanar incursions
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Magic Items Feats

MAGIC ITEM: Uncommon Glamerweave ATTUNED FEAT: Dual-Focused


Clothes is imbued with harmless illusory magic. Add 1d4 to Performance or Persuasion checks. Maintain Concentration on 2 spells simultaneously. If you take damage, make a Con check
for each spell individually. When concentrating on 2 spells you must make a Con save (8
+both spells lvl combined).

FEAT:

MAGIC ITEM: Robe of Serpents ATTUNED


1d4+3 Snakes on the Robe. Bonus action turn on of the robe's serpents into a Giant Poisonous FEAT:
Snake. It acts on your initiative.

FEAT:

MAGIC ITEM: Hellgate Runes x4 ATTUNED


These runes can transport us to hell and back.

Features

FEATURE MAX USAGES RECOVERY USED

MAGIC ITEM: Effigies ATTUNED


1 for Bluetsport and 1 for Barovia. These act as a transportation method to the
aforementioned planes.

MAGIC ITEM: Staff of the Adder ATTUNED

Actions
ACTIONS

MAGIC ITEM: ATTUNED

BONUS ACTIONS REACTIONS

MAGIC ITEM: ATTUNED

Proficiencies

MAGIC ITEM: ATTUNED

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Simon Khaine Randir
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Spells to prepare: 13
Wizard Spells Spell attack modifier: +8 Spellcasting ability
Spell save DC: 16 Intelligence

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Booming Blade Melee attack for extra 1d8 thund dmg; if target moves before your next turn it takes 2d8 thund dmg — Evoc 1a Self S,M 1 rnd
AT
WILL Fire Bolt Spell attack for 2d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous SR 144
Gust Med or small target must pass Str check or move 5ft; object less than 5lb moves 10ft; sensory effect Str Tran 1a 30 ft V,S Instantaneous
AT
WILL 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) SR 160
AT
WILL Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd SR 164

1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Absorb Elements Resistance to acid, cold, fire, lightning & Thunder dmg. Next melee attack hits 1d6 of the stored dmg. — Abjur 1 rea Self S 1r
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8h SR 114
Burning Hands All in area 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a S:15ft cone V,S Instantaneous SR 123
Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1h SR 126
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) SR 135
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S Conc, 10 min SR 141
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,M 1h SR 142
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min SR 142
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 SR 143
Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous SR 161
Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S 1 rnd SR 179
Silvery Barbs Target must reroll attack, check or save and use the lowest number. Target of choice rolls with adv. — Ench 1 rea 60ft V Instantaneous
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 SR 180

2nd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Blur Enemies have dis. on attacks vs. me; no effect against crea without vision or immune to illus. — Illus 1a Self V Conc, 1 min SR 123
Gust of Wind 60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book Str Evoc 1a S:60ft line V,S,M Conc, 1 min SR 152
Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) SR 165
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous SR 165
Shadow Blade 2d8 psychic dmg. Advt in dim light & darkness. Add 1d8 per two lvl spell slot intervals. — Illus 1 bns Self V,S Conc, 1 min
Tasha's Mind Whip On failed save 3d6 psychic dmg and can only move, action or b action. Half dmg on succ save. 1 person Int Ench 1a 90ft V 1r

3rd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Counterspell Stop a spell being cast; if above SL of this spell, make DC 10+SL Intelligence check (+5) — Abjur 1 rea 60 ft S Instantaneous SR 131
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Intelligence check (+5) — Abjur 1a 120 ft V,S Instantaneous SR 136
Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous SR 144
Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min SR 146
Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min SR 153
Tiny Hut (R) 10-ft rad immobile dome of force holds 9 Medium crea; blocks magic; ends if I leave; see book — Evoc 1 min S:10-ft rad V,S,M 8h SR 187

4th Level
ME 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 SR 120
Black Tentacles All that enter/start 20-ft rad save or restrained & 3d6 Bludgeoning dmg/rnd; Str/Dex check to escape Dex Conj 1a 90 ft V,S,M Conc, 1 min SR 121
Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible — Illus 1a Touch V,S Conc, 1 min SR 150
Wall of Fire 60×1×20ft (l×w×h) or 10-ft rad all in and 10 ft on 1 side 5d8+1d8/SL Fire dmg; save halves; see B Dex Evoc 1a 120 ft V,S,M Conc, 1 min SR 190

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

You might also like