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17 Bard (College of Creation) 6, Samurai 11


Moe Bbet
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LEVEL & CLASS PLAYER NAME
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Entertainer Frogfolk 225,000 Add: 265,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +6 STR -1 INT
PRO

12 Armor Studded Leather

192 +6 17
Set Max HP
STRENGTH ● +9 DEX ● +8 WIS
2 Shield

0 ● +8 CON
RESISTANCES
● +11 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+6 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
11 d10+2

CONSTITUTION SAVING THROWS FAILURES


6 d8+2
30 19 ABILITY
SAVE DC
CHARISMA

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+15 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
●● Heavy
PRO

14 +5 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
+2 Arcana (Int) > Bardic Inspiration (d8) 5 SR
INTELLIGENCE +3 Athletics (Str) > Performance of Creation 1 LR/SS 2+
LANGUAGES TOOLS & OTHERS

-1
● +11 Deception (Cha) > Animating Performance 1 LR/SS 3+ Common Disguise kit
+2 History (Int) > Second Wind (1d10+11) 1 SR Tiny Frogs
+5 Insight (Wis) Action Surge 1 SR
8
>
● +11 Intimidation (Cha) > Fighting Spirit (10 temporary HP) 3 LR Wind Instruments
+2 Investigation (Int) > Indomitable 1 LR Whistle Of Discomfort
WISDOM
+5 Medicine (Wis) > Rust Bag of Tricks 3 Dawn
+2 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
●● +14 Perception (Wis)
14 ● +11 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +13 Persuasion (Cha) > Attack (3 attacks per action) Bardic Inspiration < <

CHARISMA +2 Religion (Int) > Performance of Creation Command Dancing Item < <

+5 +6 Sleight of Hand (Dex) > Countercharm Second Wind < <

●● +15 Stealth (Dex) > Animating Performance Fighting Spirit < <

● +8 Survival (Wis) > Bag of Tricks (pull) Flame Tongue (activate/end)< <
20
Tool > Pipes of Haunting Bag of Tricks (command) < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

24 PASSIVE WISDOM (PERCEPTION) Rapier ✔ Dex Melee +9 1d8+5 Piercing


>
Finesse
DESCRIPTION
Dark vision 60 ft
Hand Crossbow ✔ Dex 30/120 ft +9 1d6+3 Piercing
>
Ammunition, light, loading
SENSES Flame Tongue (Rapier) ✔ Dex Melee +9 1d8+5 Piercing
>
Finesse; While active, +2d6 fire damage
NAME TOTAL NAME TOTAL
Bolts >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
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Bard (College of Creation), level 6:
◆ Bardic Inspiration (Bard 1, PHB 53) [d8, Charisma modifier per short rest]
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
◆ Spellcasting (Bard 1, PHB 52) [3 cantrips & 9 spells known] PERSONALITY TRAITS
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus for my bard spells
I can cast my known bard spells as rituals if they have the ritual tag
◆ Jack of All Trades (Bard 2, PHB 54)
I can add half my proficiency bonus to any ability check that doesn't already include it IDEALS
◆ Song of Rest (Bard 2, PHB 54) [d6]
Those that use HD and can hear my performance during a short rest get extra healing
◆ Expertise (Bard 3, PHB 54) [with 2 skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Mote of Potential (College of Creation 3, TCoE 28)
BONDS
Those who use my Bardic Inspiration die gain an extra bonus depending how they use it:
• Ability check: Roll the die twice and choose which result to use
• Attack roll: the target and others of my choice I can see in 5 ft must make a Con save
If failed, they take the die roll in thunder damage; This uses my spell save DC
• Saving throw: Grants temporary HP equal to the roll + my Cha mod (min 1 temp HP)
FLAWS
◆ Performance of Creation (College of Creation 3, TCoE 28) [1× per long rest or SS 2+]
As an action, I create one Large or smaller nonmagical item in an empty space in 10 ft
It can't be worth more than 120 gp; It lasts for my Proficiency Bonus in hours
I can't have multiple, creating more makes the first one vanish Feature Name: By Popular Demand
I can do this once per long rest, or by expending a 2nd-level or higher spell slot (SS 2+)
I can always find a place to perform (inn/tavern/circus/etc.), where I
◆ Font of Inspiration (Bard 5, PHB 54)
receive free lodging and food of a modest or comfortable standard,
I can now also recover my expended Bardic Inspiration uses after a short rest
as long as I perform each night. In addition, my performance makes
◆ Countercharm (Bard 6, PHB 54)
me something of a local figure. When strangers recognize me in a
As an action, I can do a performance that lasts until the end of my next turn
town where I have performed, they typically take a liking to me.
While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed
◆ Animating Performance (College of Creation 6, TCoE 29) [1× per long rest or SS 3+]
BACKGROUND FEATURE
As an action, I can animate a Large or smaller nonmagical item I can see within 30 ft
It is friendly and obeys my commands; It lasts for 1 hour, until it has 0 HP, or I die
Unless I use a bonus action to command it, it only takes the Dodge action on its turn Darkvision. You can see in dim light within 60 feet of you as if it
It can take reactions and move on its turn without commands; I can't have multiple were bright light, and in darkness as if it were dim light. You can't
When I use bardic inspiration, I can command the item as part of the same bonus action discern color in darkness, only shades of gray.
It acts on my initiative, after me; See "Dancing Item" on a companion page for its stats Swimmer. Frogs are more aquatically attuned than toads. You have a
I can do this once per long rest, or by expending a 3rd-level or higher spell slot (SS 3+) swimming speed of 30 feet.
Amphibious. You can breathe in both air and water.
Samurai, level 11: Powerful Legs. Frogs have great legs for jumping. Your jump height
◆ Dueling Fighting Style (Fighter 1, PHB 72) has an additional 10 feet.
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons Ability Score Increase. Your Constitution score increases by 1.
◆ Second Wind (Fighter 1, PHB 72) [1d10+11, 1× per short rest] Poison Touch. Your skin harbors deadly venom. When you hit a
As a bonus action, I regain 1d10 + fighter
CLASSlevel HP; I can use this once per short rest
FEATURES creature with your unarmedRACIAL
strike, TRAITS
the target must make a
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] Constitution saving throw. The DC is 8 + your Constitution modifier
I can take one additional action on my turn on top of my normally allowed actions + your proficiency bonus. On a failed save, the target is poisoned for
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
◆ Bonus Proficiency (Samurai 3, XGtE 31) 1 minute or until they make a successful save against your poison. CP
> > >
I gain proficiency with History, Insight, Performance, or Persuasion The creature can repeat its saving throw at the end of each of its
> > >
Alternatively, I learn one language; Use the "Choose Feature" button above for this turns. You must finish a long rest before you can use this trait again.
> > > SP
◆ Fighting Spirit (Samurai 3, XGtE 31) [10 temporary HP, 3× per long rest] Poisonous Appearance. Your skin serves as a deadly warning to
> > >
As a bonus action, I can give myself advantage on weapon attacks and temporary HP others. You are proficient in the Intimidation skill.
> > >
This advantage on weapon attack rolls lasts until the end of my current turn EP
> > >
◆ Elegant Courtier (Samurai 7, XGtE 31)
> > >
I can add my Wisdom modifier to any Charisma (Persuasion) checks I make
> > > GP
I gain proficiency with Wis saves, or if I'm already proficient, either Int or Cha saves
> > >
◆ Indomitable (Fighter 9, PHB 72) [1× per long rest]
> > >
I can reroll a failed saving throw, but must keep the new result PP
> > >
◆ Tireless Spirit (Samurai 10, XGtE 31)
> > >
I regain one use of Fighting Spirit if I have no more remaining when I roll initiative WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
◆ Magical Inspiration (Optional Bard 2, TCoE 27)
A bardic inspiration die recipient can also use it when casting a damaging or healing spell > FEAT: Skill Expert [TCoE 80]
They can expend the die and add it to healing or damage dealt to one target of the spell I gain proficiency in one skill and expertise in that same skill or
◆ Bardic Versatility (Optional Bard 4, TCoE 28) [ASI = Ability Score Improvement] another skill I'm proficient with. [+1 to one ability score of my
Whenever I gain an ASI from the bard class, I can change one cantrip or expertise choice choice]
I can select another cantrip from the bard spell list or another skill I'm proficient with
◆ Additional Bard Spells (Optional Bard 1, TCoE 27)

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Flame Tongue (Rapier) [DMG 170] ● Attuned


As a bonus action, I can speak the command word of this magic
NOTES rapier, causing flames to erupt from it. These flames add +2d6
fire damage and shine bright light in a 40-ft radius and dim light
for an additional 40 ft. The flames last until I speak the
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
command word again as a bonus action or sheathe it.
> <
> <
> MAGIC ITEM: Rust Bag of Tricks [DMG 154]
> <
As an action, 3 times per dawn, I can pull an object from this bag
> <
and throw it 20 ft. It transforms into a random creature when it
> <
lands (d8): 1-rat, 2-owl, 3-mastiff, 4-goat, 5-giant goat, 6-giant
> <
boar, 7-lion, 8-brown bear. It follows my commands, acts on my
> <
turn, and vanishes at dawn or if reduced to 0 HP.
> <
> <
> MAGIC ITEM: Pipes of Haunting [DMG 185]
> <
> < These pipes have 3 charges and regain 1d3 expended charges
> < daily at dawn. As an action, I can use 1 charge to play them and
> < have each (or only hostile) creature in 30 ft that can hear them
> < make a DC 15 Wis save or be frightened of me for 1 minute. A
> < target can repeat the save at the end of each of their turns.
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Moe Bbet
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Companion Options

Dancing Item Small


RACE SIZE HEIGHT WEIGHT

Construct
TYPE AGE GENDER ALIGNMENT
ANIMATED
NAME

F
Temporary HP: SUCCESSES
PRO

STR INT

16 +6 40
Set Max HP
STRENGTH
+2 DEX WIS
CON +2 CHA ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE


Force-Empowered Slam ✔ Cha Melee (5 ft) +11 1d10+6 Force

+2
DEXTERITY
40 ft >

+2 INITIATIVE SPEED
DESCRIPTION

>
14 LEVEL USED

DIE
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
+2 Acrobatics (Dex) ◆ Damage Immunities: poison, psychic. ◆ Immutable Form: The item is immune to any spell or
PRO

Animal Handling (Wis) ◆ Condition Immunities: charmed, effect that would alter its form.
exhaustion, poisoned, frightened. ◆ Irrepressible Dance: When any creature starts its turn
Arcana (Int)
INTELLIGENCE ◆ Languages: understands the languages within 10 ft of the item, the item can increase or decrease
Athletics (Str)
of its creator but can't speak. (its creator's choice) the walking speed of that creature by
+2 Deception (Cha) ◆ Variable Size: The item animated can be 10 ft until the end of the turn, provided the item isn't
History (Int) Large or smaller. incapacitated.
Insight (Wis) ◆ Creator: The item obeys the commands
of its creator and has the same proficiency
+2 Intimidation (Cha)
bonus. It takes its turn immediately after its
WISDOM Investigation (Int)
creator, on the same initiative count. It can
Medicine (Wis) move and take reactions on its own, but
Nature (Int) only takes the Dodge action on its turn
Perception (Wis) unless its creator takes a bonus action to
command it to take another action. If its
+2 Performance (Cha)
creator is incapacitated, it can take any
CHARISMA +2 Persuasion (Cha)
action, not just Dodge.

+2
Religion (Int) FEATURES TRAITS
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
15 Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

Darkvision 60 ft

SENSES

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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (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 v13.1.0+220114 (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

Moe Bbet
SPELL SLOTS
CHARACTER NAME

BARD SPELLS Charisma +11 DC 19


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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 P 259
> True Strike 1 creature against whom I gain advantage on my next attack roll — Div 1a 30 ft S Conc, 1 rnd P 284
> Vicious Mockery 1 creature save or 4d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
> 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

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch V,S,M Conc, 1 h P 237
> Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp. — Illus 1a 120 ft V,S Conc, 10 min P 275
> Suggestion 1 crea save or follow understood reasonable stated course of action; ends if I or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Charisma check (+8) — Abjur 1a 120 ft V,S Instantaneous P 234
> Hypnotic Pattern 30-ft cube all crea save or charmed, incapacitated, speed 0 for duration; ends if crea takes dmg Wis Illus 1a 120 ft S,M Conc, 1 min P 252
> Slow 6 crea in 40-ft cube save or half spd, -2 AC, -2 Dex saves, no rea, only 1 a or bns a, 1 atk; see book Wis Trans 1a 120 ft V,S,M Conc, 1 min P 277
> Stinking Cloud 20-ft rad; ignores cover, heavily obscures; all in area at start of turn save against poison or can't act Con Conj 1a 90 ft V,S,M Conc, 1 min P 278
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (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+220114 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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