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9 Champion 8, Thief 1 Michał Sułecki


Юрий Михоловичь
LEVEL & CLASS PLAYER NAME

Folk Hero Human 48.000 Add: 64.000


BACKGROUND RACE
I saved people during a natural disaster EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +6 STR 0
PRO

INT
12 Armor Studded Leather

75 +4 17
Set Max HP
STRENGTH +5 DEX +1 WIS
Shield

+2 ● +6 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
5 Dex Medium Armor Heavy Armor

Magic
14 Misc
Temporary Hit Points: Misc
DEXTERITY
+7 ARMOR

+5 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

20 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
8 d10+2 20 ft
1 d8+2 ABILITY

CONSTITUTION SAVING THROWS FAILURES


30 ft SAVE DC

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

15 ●● +9 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
0 Arcana (Int) > Second Wind (1d10+8) 1 SR
INTELLIGENCE +4 Athletics (Str) > Action Surge 1 SR LANGUAGES TOOLS & OTHERS

0
-1 Deception (Cha) > Common Carpenter's tools
● +4 History (Int) > Elvish Vehicles (land)
+1 Insight (Wis) Thieves' Cant Thieves' tools
11
>

-1 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

+1 0 Nature (Int)
●● +9 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

13 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < <

CHARISMA 0 Religion (Int) > < <

-1 +7 Sleight of Hand (Dex) > < <

+7 Stealth (Dex) > < <

● +5 Survival (Wis) > < <


9
● +9 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

19 PASSIVE WISDOM (PERCEPTION) Longbow ✔ Dex 45/180 m +11 1d8+5 Piercing


>
Ammunition, heavy, two-handed; Crit on 19-20; Sneak attack 1d6
DESCRIPTION

Greatsword ✔ Str Melee +6 2d6+2 Slashing


>
Heavy, two-handed; Crit on 19-20
SENSES Greataxe ✔ Str Melee +6 1d12+2 Slashing
>
Heavy, two-handed; Crit on 19-20
NAME TOTAL NAME TOTAL
silver A Arrows Rapier ✔ Dex Melee +9 1d8+5 Piercing
>
Reload Reload Finesse; Crit on 19-20; Sneak attack 1d6

Holy Water Dex 6m +7 2d6 Radiant


>
Only does damage against fiends and undead; Comes in flasks; Crit on 19-20; Sneak attack 1d6
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (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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Champion, level 8:
◆ Archery Fighting Style (Fighter 1, PHB 72) When I set my mind to something, I follow through no matter
+2 bonus to attack rolls I make with ranged weapons what gets in my way. I misuse long words in an attempt to
◆ Second Wind (Fighter 1, PHB 72) [1d10+8, 1× per short rest] sound smarter.
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] PERSONALITY TRAITS
I can take one additional action on my turn on top of my normally allowed actions
◆ Improved Critical (Champion 3, PHB 72) Sincerity: There's no good in pretending to be something I'm
I score a critical hit with my weapon attacks on a roll of 19 and 20 not. (Neutral)
◆ Remarkable Athlete (Champion 7, PHB 72)
I add half my proficiency bonus to Str/Dex/Con checks if I would otherwise add none IDEALS
When making running jumps, I add my Strength modifier to the distance in feet
I have a family, but I have no idea where they are. One day, I
Thief, level 1: hope to see them again.
◆ Expertise (Rogue 1, PHB 96) [with 2 skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
BONDS
◆ Sneak Attack (Rogue 1, PHB 96) [1d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I'm convinced of the significance of my destiny, and blind to my
I don't need adv. if a conscious ally is within 1,5 m of the target and I don't have disadv.
shortcomings and the risk of failure.
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
FLAWS

Feature Name: Rustic Hospitality

Since I come from the ranks of the common folk, I fit in among them
with ease. I can find a place to hide, rest, or recuperate among other
commoners, unless I have shown myself to be a danger to them.
They will shield me from the law or anyone else searching for me,
though they will not risk their lives for me.

BACKGROUND FEATURE

Human (+1 to all ability scores)

Supreme Healing Potion


Once as an action, I can drink this potion or administer it to another
to regain 10d4+20 hit points. This potion's red liquid glimmers when
agitated.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # KG ADVENTURING GEAR # KG ADVENTURING GEAR # KG


CP
> Torch 8 0,5 > Basic poison orange, vials of > Common clothes 1,5
> Shovel 1 2,5 > Keys of Coffin Maker's house > Belt pouch (with coins) 1 0,5
> Iron pot 1 5 > St'Andrew finger bones > Studded Leather armor 6,5 SP
> Carpenter's tools 3 > Magical Water from Kresk Pool >
> Bedroll 3,5 > Potion of healing 0,25 >
EP
> Holy water, flasks of 0,5 > Wooden Steak 6 > Elektrum Senser with platinum
> Mess kit 0,5 > Molotov Cocktail > filter (750GP)
>
>
Pouch
Backpack
0,5
2,5
>
>
>
>
Gem (100 GP)
Gold Rubin Ring (25GP)
2
99 GP

> - Hempen rope, feet of 49 0,1 > >


> - Tinderbox 0,5 > > 2 PP

> - Waterskin 2,5 > >


WEIGHT CARRIED
> - Rations, days of 10 1 > >
49,7 kg
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
36 - 70 kg
> > >
HEAVILY ENCUMBERED
> > >
71 - 105 kg
> > > PUSH/DRAG/LIFT
SUBTOTAL 39,9 SUBTOTAL 0,25 SUBTOTAL 8,5 106 - 210 kg
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
◆ Perception Expertise (Expertise, PHB 96)
◆ Animal Handling Expertise (Expertise, PHB 96) > FEAT: Sharpshooter [PHB 170]
My ranged weapon attacks don't have disadvantage on long
range and ignore half cover and three-quarters cover. With a
ranged weapon that I am proficient with, I can choose to take a
-5 penalty on the attack roll for +10 on the attack's damage.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Potion of Supreme Healing [DMG 187]

Once as an action, I can drink this potion or administer it to


NOTES another to regain 10d4+20 hit points. This potion's red liquid
glimmers when agitated.

ADVENTURING GEAR # KG ADVENTURING GEAR # KG


> <
> <
> MAGIC ITEM: Plantslayer Battleaxe [CoS 198]
> <
This battleaxe's handle is carved with leaves and vines. It deals
> <
an extra 1d8 slashing damage against ordinary plants and plant
> <
creatures. When a creature of non-good alignment makes an
> <
attack with it, it sprouts thorns, dealing 1 magical piercing
> <
damage to the wielder after the attack is made.
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Medium
Юрий Михоловичь
GENDER AGE SIZE HEIGHT WEIGHT

Lawful Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Aristocratic LIFESTYLE DAILY PRICE 10 gp min.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


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

PASSIVE WISDOM (PERCEPTION)

SENSES

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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta13 (Printer Friendly - Redesign) 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 v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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