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1 Underfoot andrew
LEVEL & CLASS PLAYER NAME
Bergamot Bellwether Bracegirdle
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Gladiator Halfling, Lightfoot 0 Add: 300


BACKGROUND The Flying Flagon RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +2 STR 0
PRO

INT
12 Armor Studded Leather

10 +2 17
Set Max HP
STRENGTH +3 DEX +2 WIS
2 Shield Round shield

0 ● +2 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on saves vs. frightened +3 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

17 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d10+0 15 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


25 ft SAVE DC

0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO

PRO

10 +2 Animal Handling (Wis) WEAPONS


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

0
+2 Deception (Cha) > Common Disguise kit
0 History (Int) > Halfling Vehicles (land)
● +4 Insight (Wis)
10
>

+2 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+2 Medicine (Wis) >

+2 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +4 Perception (Wis)
14 ● +4 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) > Second Wind < <

CHARISMA 0 Religion (Int) > < <

+2 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

+2 Survival (Wis) > < <


14
● +4 Disguise Kit (Cha) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Whip ✔ Dex Melee +5 1d4+5 Slashing


>
Finesse, reach
DESCRIPTION

Sling ✔ Dex 30/120 ft +5 1d4+3 Bludgeoning


>
Ammunition
SENSES
>

NAME TOTAL NAME TOTAL


Bullets >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (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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Underfoot, level 1:
◆ Dueling Fighting Style (Fighter 1, PHB 72) I love a good insult, even one directed at me. I know a story
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons "relevant" to almost every situation. I change my mood or my
◆ Second Wind (Fighter 1, PHB 72) [1d10+1, 1× per short rest] mind as quickly as I change key in a song.
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Martial Versatility (Optional Fighter 1, UA:CFV 12) PERSONALITY TRAITS
Whenever I gain a fighter level, I can swap a fighting style I know for another I'm allowed
Creativity: The world is in need of new ideas and bold action.
(Chaotic)

IDEALS

I idolize a hero of the old tales and measure my deeds against


that person's.

BONDS

My sharp tongue lands me in trouble. I have become so


immersed in my gladiatorial persona that I now have a hard time
separating from it.
FLAWS

Feature Name: Are You Entertained?

I can always find a place to perform (arena/pit fight), where I receive


free lodging and food of a modest or comfortable standard, as long
as I perform each night. In addition, my performance makes me
something of a local figure. When strangers recognize me in a town
where I have performed, they typically take a liking to me.

BACKGROUND FEATURE

Lightfoot Halfling

Lucky: When I roll a 1 on an attack roll, ability check, or saving


throw, I can reroll the die and must use the new roll.

Halfling Nimbleness: I can move through the space of any creature


that is of a size larger than me.

Naturally Stealthy: I can attempt to hide even when I am obscured


only by a creature that is at least one size larger than me.
CLASS FEATURES RACIAL TRAITS

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


CP
> Backpack 1 5 > Belt pouch (with coins) 1 1 > Gladiator's costume 1 4
> Bedroll 1 7 > Smoking pipe 1 > Studded Leather 1 13
> Piton 4 0.25 > Pipeweed 0.25 > Round shield 1 6 SP
> Grappling hook 1 4 > > "Whip" 1 3
> Hammer, small 1 2 > > Sling 1 0
EP
> Hempen rope, feet of 50 0.2 > > Traveler's clothes 1 4
> Torch 10 1 > >
>
>
Tinderbox
Advertising pennant "The Flying Flagon." 1
1 1 >
>
>
>
15 GP

> Trinket to be rolled > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
71.6 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 40 SUBTOTAL 1.25 SUBTOTAL 30 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Feats plan: > FEAT:

4-- Skill Expert: +1 Dex, and expertise Acrobatics


6--Dexterity +2
---Mobile: +10' movement, dash has no difficult ground penalty, make a melee attack against a
creature, you don't provoke opportunity attacks from that creature for the rest of the turn,
whether you hit or not?
---Shield Master: shield bonus (+2) to Dex saves targeting only me, uncanny dodge, bonus
action shove (5' or knock prone) after attack? > FEAT:
---Defensive Duelist: as a reaction to a melee attack, add prof. bonus to AC, if using finesse
weapon (whip)?
--- Alert: prevents surprised and increases initiative?

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> 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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Male ? Small 3'6" 40 lbs
GENDER AGE SIZE HEIGHT WEIGHT
Bergamot Bellwether Bracegirdle
Chaotic Good Tymora, Avoreen None Sharp Tanned
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Admires Jekk Ironfist of Daggerford, a former


gladiator and then adventurer. ORGANIZATION

Admires Darbrand Garmult of Baldur's Gate, a former


gladiator and then expensive trainer.

SYMBOL

A traveling performer, sometimes besting village


strongmen through acrobatics, sometimes showing
off taut-rope work, as The Flying Flagon.

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

His armour is brightly coloured and theatrical, for "A gladiator is as much an entertainer as any minstrel or circus performer trained to make the arts of combat
performance in the ring, as much as anything. into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might
Greens and yellows are very visible on the stage and also have some skills as a tumbler. Using your All Eyes On You feature, you can find a place to perform in Many
in the ring, though admittedly less so in forests or a place that features combat for entertainment - including seasonal markets and faires."
fields. Hands well worn and rough, feet like furred
suede. Bracegirdle - "The Flying Flagon" - has never again found that otherworldly circus. His life travels from
carnival to carnival, festival to festival, faire to faire, and he has become quite skilled at what he does:

Traveling from town to town, faire to faire, ring to ring, wrestling and performing rope feats of acrobatics,
"The Flying Flagon" is a colourful performer who has been a side act for many a show. One day, perhaps, he
will even be invited to perform in one of the matches at the Field of Triumph in Waterdeep. Based in the Field
APPEARANCE of Triumph in Sea Ward, the Champions League like to socialize and boast at the Broken Lance on Darselune
Street. The Champions League organizes contests of strength and valor, including jousting, gladiatorial
combat, and highly publicized wrestling matches. Most matches between sentient creatures are to the defeat,
Modest LIFESTYLE DAILY PRICE 1 gp not to the death.

It is a life thus far full of transient contact, temporary friendships between partings (a bit like the RenFaire
circuit in our world), with long times in between familiar faces, but rarely time alone. He has a passing
acquaintance with many performers, many vendors, many customers.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options

Pipe-weed is a dried herb enjoyed by the Small Folk. It is usually smoked in a


pipe, or, in the case of goblins, thrown into a cookfire. The smoke has mildly
stimulating and addictive properties, and may cause respiratory disease or cancer
in long-term users.
Hundreds of years ago, the first Wisefellows discovered that certain herbs had
mystical properties when cured and blended with common pipe-weed. When
smoked in a pipe, this Elder Weed provides glimpses of wisdom and insight
beyond mortal ken.
Elder Weed comes in several distinct blends, each using various herbal
ingredients. Each blend has subtle or seemingly useless side-effects.
Bitterbark: Thick and bittersweet.
Donkeytail: Smells exactly like dried dung.
Far Country: Very bitter, full-bodied, somewhat poisonous, with black smoke;
You hear the voices of the dead, but do not understand them.
Honeystone: Sweet and light; The smoke sticks to everything.
Mellowfinch: Mild and cooling taste; you feel lighter (you aren't lighter).
Old Skunk: Sharp and full-bodied; an acquired taste.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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