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3 Chronurgist 2, Cleric (Peace Domain) 1

LEVEL & CLASS PLAYER NAME


So you've gotta do everything yourself...
Urban Bounty Hunter Tiefling 900 2,700
BACKGROUND Custom RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR ● +5 INT
PRO

12 Armor Hide

21 +2 16
STRENGTH +2 DEX ● +3 WIS
2 Shield Shield

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

Magic
Fire
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+5 ARMOR

+2 CURRENT HIT POINTS INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


1 d8+2 20 ft

CONSTITUTION FAILURES
2 d6+2 30 ft, 13 ABILITY SAVE DC
ABILITY
INTELLIGENCE
SAVE DC WISDOM 11
SAVING THROWS fly 30 ft
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +5 Arcana (Int) Arcane Recovery (1 level of spell slots) 1 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) Chronal Shift 2 LR LANGUAGES TOOLS & OTHERS

+3
-1 Deception (Cha) Emboldening Bond 2 LR Common Smith's tools (1/2)
+3 History (Int) Undercommon Potter's tools (2/2)
● +3 Insight (Wis)
17
-1 Intimidation (Cha)
● +5 Investigation (Int)
WISDOM
+1 Medicine (Wis)

+1 +3 Nature (Int) LIMITED FEATURES PROFICIENCIES


● +3 Perception (Wis)
13 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) Emboldening Bond Sanctuary Chronal Shift


CHARISMA +3 Religion (Int) Bless Healing Word Absorb Elements

-1 +2 Sleight of Hand (Dex) Magnify Gravity Shield


● +4 Stealth (Dex) Silvery Barbs
+1 Survival (Wis)
9
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Dagger ✔ Dex Melee, 20/60 ft +4 1d4+2 Piercing


Finesse, light, thrown
DESCRIPTION
Darkvision 60 ft
Fire Bolt ✔ Int 120 ft +5 1d10 Fire
Unattended flammable objects ignite
SENSES Ray of Frost ✔ Int 60 ft +5 1d8 Cold
Target -10 ft speed until start of my next turn
NAME TOTAL NAME TOTAL
Toll the Dead ✔ Wis 60 ft DC 11 1d12 Necrotic
Wis save, success - no damage; If target is at full HP, d8 instead of d12 damage

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Chronurgist, level 2:
◆ Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Chronal Shift (Chronurgy Magic 2, EGtW 184) [2× per long rest]
As a reaction after I or a creature I see rolls a check, save, or attack, I can force a reroll
I can do this after I see if the roll fails or succeeds; The target must use the second roll.
◆ Temporal Awareness (Chronurgy Magic 2, EGtW 184) IDEALS
I gain a bonus to my initiative rolls equal to my Intelligence modifier

Cleric (Peace Domain), level 1:


◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
BONDS
I can use a holy symbol as a spellcasting focus for my cleric spells
I can cast my prepared cleric spells as rituals if they have the ritual tag
◆ Emboldening Bond (Peace Domain 1, TCoE 33) [Proficiency Bonus per long rest]
As an action, I can magically bond my Prof. Bonus of willing creatures I can see in 30 ft
I can be one of the bonded creatures; The bond lasts for 10 min or until I use this again
FLAWS
While within 30 ft of another, a bonded target can add +1d4 to a save, attack, or check
Each creature can add the +1d4 only once per turn
◆ Implement of Peace (Peace Domain undefined)
I gain proficiency in the Insight, Performance, or Persuasion skill (my choice) Feature Name: Ear to the Ground

I am in frequent contact with people in my chosen segment of


society. These people might be associated with the criminal
underworld, the rough-and-tumble folk of the streets, or members
of high society. This connection comes in the form of a contact in
any city I visit, a person who provides information about the people
and places of the local area.
BACKGROUND FEATURE

Winged Tiefling (+2 Intelligence, +1 Dexterity)

Wings:
I have bat-like wings sprouting from my shoulder blades that give
me flying speed of 30 feet when I'm not wearing heavy armor.

CLASS FEATURES RACIAL TRAITS

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


CP
Component pouch 2
Common clothes 3
Spellbook 3 SP

Ink, 1 ounce bottle of


Ink pen EP
Parchment, 10 sheets of
Small Knife 0.25
Strange Book 5 GP

PP

WEIGHT CARRIED
13.3 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
CARRYING
HEAVILY CAPACITY
ENCUMBERED
120 lb
PUSH/DRAG/LIFT
SUBTOTAL 13.3 SUBTOTAL SUBTOTAL 121 - 240 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

So you've gotta do everything yourself...


SPELL SLOTS
CHARACTER NAME

CHRONURGIST SPELLS Intelligence 5 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL 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
AT
WILL Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
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
Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 min Touch V,S 8h W 186
Magnify Gravity 10-ft rad all crea 2d8+1d8/SL Force dmg, half spd; Save halves & no spd reduce; Str check to move obj Con Trans 1a 60 ft V,S 1 rnd W 188
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 P 275
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
Unseen Servant (R) Create a mindless, invisible, shapeless, Medium servant for simple tasks; bns a to mentally command it — Conj 1a 60 ft V,S,M 1 h P 284

CLERIC SPELLS Wisdom +3 DC 11


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
Toll the Dead 1 crea save or 1d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Healing Word 1 living creature heals 1d4+1d4/SL+1 (Wis) HP — Evoc 1 bns 60 ft V Instantaneous P 250
Heroism 1+1/SL crea immune to fear, gain+1 (Wis) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (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 v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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