Professional Documents
Culture Documents
Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +5 Acrobatics (DEX)
Ability Save DC +5 Animal Handling (WIS)
+3
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +5 Arcana (INT)
8 STR -1 -1
BONUS +
8+
16
Wis -1 Athletics (STR)
STRENGTH
Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
+1 Performance (CHA)
17
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 5
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 67 Heal
DIE LIVE
8 × d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks ATTACKS
PER ACTION
Actions
D PROF ABILITY D D AND
Opportunity Attack
Features Background
PERSONALITY TRAITS
Racial Traits I don't like to get my hands dirty, and I won't be caught dead in unsuitable
accommodations. The common folk love me for my kindness and generosity.
Ghostwise Halfling (+2 Dexterity, +1 Wisdom)
Lucky: When I roll a 1 on an attack roll, ability check, or saving throw, I can reroll the die IDEAL
and must use the new roll.
Respect: Respect is due to me because of my position, but all people regardless of station
Halfling Nimbleness: I can move through the space of any creature that is of a size larger
deserve to be treated with dignity. (Good)
than me.
Silent Speech: I can speak telepathically to any one creature within 30 feet of me. It only
BOND
understands me if we share a language. The common folk must see me as a hero of the people.
Vitality Shift feature before the end of your next long rest, whichever target gains hit - Blanket 3 Signet ring
points also receives additional hit points equal to the damage that was just dealt. - Candles 10 Purse (with coins) 1
Once you use this feature, you must finish a long rest before you can use it again. - Tinderbox 1 Studded Leather armor 13
- Vestments 4 Shortbow 1 2
- Rations, days of 2 2
- Waterskin 5
Position of Privilege
I am welcome in high society, and people assume I have the right to be wherever I am. The
common folk make every effort to accommodate me and avoid my displeasure, and other
people of high birth treat me as a member of the same social sphere. I can secure an
audience with a local noble if I need to.
ATTUNED MAGICAL ITEMS (MAX 3)
Proficiencies
SUBTOTAL 25,5 SUBTOTAL 32
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Ahyacuile
Status Possessions
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: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
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: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
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: ATTUNED
Unconscious
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.
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
Other Holdings
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.
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.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
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).
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast