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Name: Gridani Player: Jorg Show extra features

2 Class: Necromancer
Experience: 300 Add: Next level: 900
Background: Criminal
LEVEL Race: Aarakocra Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Chaotic Good Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +2 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +4 Arcana (INT)
14 STR +2 +2
BONUS +
8+
12
Int +2 Athletics (STR)
STRENGTH

Senses +1 Deception (CHA)


15 DEX +2 +2 +2 History (INT)
Proficiency
DEXTERITY
11 Passive Perception
Bonus +1 Insight (WIS)
13 CON +1 +1 -1 Intimidation (CHA)
CONSTITUTION INSPIRATION
+2 Investigation (INT)

15 INT +2 +4 Limited Features SR LR Dawn +3 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +2 Nature (INT)

12 WIS +1 +3 Arcane Recovery (1 level of spell slots) 1 LR +1 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
-1 Performance (CHA)

9 CHA -1 -1 -1 Persuasion (CHA)


CHARISMA
+2 Religion (INT)
+2 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +4 Stealth (DEX)
+1 Survival (WIS)
+4 Thieves' tools (DEX)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
30 ft,
+2 2 + fly 30 ft 15 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
10 ARMOR
BONUS Unarmored
+

12
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 12 10 Heal
DIE LIVE
2 × d6 + 1
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Handaxe ✔ Str Melee +4 1d6+2 Slashing Attack / Cast a Spell


(Dit zijn je talons, die waren outdated dus ik moest deze gebruiken) Dash / Disengage / Dodge

Quarterstaff ✔ Str Melee +4 1d6+2 Bludgeoning Escape Grapple / Help / Hide


Versatile (1d8) Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4)

Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

BONUS ACTIONS REACTIONS USED THIS ROUND

Opportunity Attack

TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Aarakocra (+2 Dexterity, +1 Wisdom)

IDEAL
Flight: I have a flying speed of 50 feet. To use this speed, I can't be wearing medium or
heavy armor.

Talons: My unarmed strikes deal 1d4 slashing damage on a hit.


BOND

Class Features FLAW

Necromancer, level 2:
◆ Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known] Feats
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells
FEAT:
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Grim Harvest (School of Necromancy 2, PHB 118)
Once per turn, when I kill something with a 1st-level or higher spell, I regain hit points
The number of hit points regained is 2× the spell's level (or 3× with necromancy spells)
This doesn't occur for constructs/undead FEAT:
◆ Necromancy Savant (School of Necromancy 2, PHB 118)
I halve the gp and time needed to copy necromancy spells into my spellbook

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS

Background Feature
Criminal Contact
I have a reliable and trustworthy contact who acts as my liaison to a network of other
criminals. I know how to get messages to and from my contact, even over great distances;
specifically, I know the local messengers, corrupt caravan masters, and seedy sailors who
can deliver my messages.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY
HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
71 - STR × 5 STR × 15STR × 10 211 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Dagger, Dart, Light crossbow, Quarterstaff, Sling 140 lb 210 lb
-10 FT SPEED -20 FT SPEED
420 lb SPEED = 5 FT
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Poor
Common Dice Set DAILY PRICE: 2 sp
Aarakocra Thieves' tools
GEMS AND OTHER VALUABLES:
Auran

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Gridani

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Gridani
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Spells to prepare: 4
Necromancer Spell attack modifier: +4 Spellcasting ability
Spell save DC: 12 Intelligence

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Frostbite 1 crea save or 1d6 Cold dmg and dis. on next weapon attack roll Con Evoc 1a 60 ft V,S Instantaneous X 156
AT
WILL Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
AT
WILL Poison Spray 1 creature save or 1d12 Poison dmg Con Conj 1a 10 ft V,S Instantaneous P 266

1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
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

Glossary of Abbreviations used in this Spell Sheet


(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell’s original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
1 rea 1 reaction Kn Known In the ‘Description’ column it means it can be centered on any point in space within the spell’s range
20 cu ft 20 cubic feet Me Memorized 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster
20 sq ft 20 square feet min Minute(s) all All creatures within the spell’s area Sources (‘B’ Column)
adv. Advantage obj Object(s) any Any creatures of your choosing that are within the spell’s area P Player’s Handbook
atk Attack obsc. Obscured cons. The material component is consumed by the spell R System Reference Document
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting S Sword Coast Adventure Guide
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting U Unearthed Arcana
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - A4); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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