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1 Bard Álvaro
Ludovic "El Flautas"
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LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON
F AC DESCRIPTION
-1 STR +1 INT
PRO
11 Armor Leather
7 +2 13
Set Max HP
STRENGTH ● +4 DEX 0 WIS
Shield
-1 -1 ● +5 CHA
CON
MAXIMUM PROFICIENCY ARMOR 2 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on saves vs. frightened +2 ARMOR
-1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light
PRO
Medium Heavy Shields
PRO
+1
+3 Deception (Cha) > Common Aulos
● +3 History (Int) > Halfling Laud
0 Insight (Wis) Elfico Musical instrument (3/3)
12
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IDEALS
BONDS
FLAWS
BACKGROUND FEATURE
5 de plata y 9 de oro
10 dragones de oro
9 de plata por cristal morado que brilla con la luna
10 dragones de oro, 8 de oro y 6 de plata
> FEAT:
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FEATS
EXTRA EQUIPMENT
SYMBOL
APPEARANCE
NOTES NOTES
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
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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) P 256
> Vicious Mockery 1 creature save or 1d4 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.
> 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
> Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> 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 P 276
> Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282
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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
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)