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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
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
0
-1 Deception (Cha) > Common Carpenter's tools
● +4 History (Int) > Elvish Vehicles (land)
+1 Insight (Wis) Thieves' Cant Thieves' tools
11
>
+1 0 Nature (Int)
●● +9 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
-1 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < <
SKILLS ACTIONS
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
> FEAT:
> FEAT:
> FEAT:
FEATS
EXTRA EQUIPMENT
Lawful Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
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)
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
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)