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5 Battle Smith 3, Bladesinger 2 Andre Faria

Joma LEVEL & CLASS PLAYER NAME

Sage Elf, Fey (Eladrin) 6,500 14,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

AC DESCRIPTION
-1 STR +6 INT
13 Armor +1 Studded Leather

29 +3 15
+2 DEX +2 WIS
Shield

-1 +4 CON 0 CHA
2 Dex Medium Armor Heavy Armor
RESISTANCES
Magic
8 Misc
Temporary Hit Points: Misc

Magic can't put me to sleep; Adv. +2


+2 on saves vs. charmed

15 SUCCESSES LEVEL DIE USED ENCUMBERED


3 d8+1 20 ft

FAILURES
2 d6+1
30 ft 14 14
+1 ARMOR
+2 Acrobatics (Dex) Light Medium Heavy Shields

12 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+6 Arcana (Int) Arcane Recovery (1 level of spell slots) 1 LR Firearms
-1 Athletics (Str) Bladesong 3 LR LANGUAGES TOOLS & OTHERS

+3
0 Deception (Cha) Fey Step 1 SR Common Thieves' tools
+6 History (Int) Elvish Tinker's tools
+2 Insight (Wis) Primordial Glassblower's tools
16
0 Intimidation (Cha) Goblin Smith's tools
+3 Investigation (Int)
+2 Medicine (Wis)

+2 +6 Nature (Int)
+5 Perception (Wis)
14 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) Magical Tinkering (add/remove) Steel Defender (command)

+3 Religion (Int) Steel Defender (restore) Bladesong (start)

0 +5 Sleight of Hand (Dex) Fey Step


+2 Stealth (Dex)
+2 Survival (Wis)
10
+5 Thieves' tools (Dex)

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Dagger Dex Melee, 20/60 ft +5 1d4+2 Piercing


Finesse, light, thrown
DESCRIPTION
Darkvision 60 ft
+1 Spear Int Melee, 20/60 ft +7 1d6+4 Piercing
Thrown, versatile (1d8)

Light Crossbow Dex 80/320 ft +5 1d8+2 Piercing


Ammunition, loading, two-handed
NAME TOTAL NAME TOTAL
Bolts 20
Battle Smith, level 3:
Magical Tinkering (Artificer 1, E:RLW 55) [Intelligence modifier of active objects] I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . .
As an action, I use thieves/artisan's tools to give 1 property to a nonmagical tiny object: almost. . . everyone . . . is . . . compared . . . to me. There's
• Emit light (5-ft radius bright light, equal dim), an odor, or a nonverbal sound nothing I like more than a good mystery.
• Static visual effect on one surface, or emit a 6-second recorded message when tapped
If I instill a property in more objects than I can have active, the oldest loses its property
Spellcasting (Artificer 1, E:RLW 55) [2 cantrips known]
I can cast prepared artificer cantrips/spells, using Intelligence as my spellcasting ability Self-Improvement: The goal of a life of study is the betterment
To cast, I must use thieves' or artisan's tools I'm proficient with as a spellcasting focus of oneself. (Any)
I can cast my prepared artificer spells as rituals if they have the ritual tag
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another
Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
Use the "Choose Feature" button above to add Artificer Infusions to the third page I've been searching my whole life for the answer to a certain
The Right Tool for the Job (Artificer 3, E:RLW 57) [using thieves' or artisan's tools] question.
In 1 hour (during a rest) I can create a set of artisan's tools that last until I do so again
Battle Ready & Tool Proficiency (Battle Smith 3, E:RLW 61)
I gain proficiency with martial weapons and smith's tools
I can use my Intelligence modifier instead of Strength or Dexterity for magic weapons
Most people scream and run when they see a demon. I stop and
Steel Defender (Battle Smith 3, E:RLW 61)
take notes on its anatomy.
When I end a long rest, I can use smith's tools to create a steel defender
I determine its appearance; It obeys my commands and it acts on my initiative, after me
Unless I use a bonus action to command it, it only takes the Dodge action on its turn
It can take reactions and move on its turn even if I don't command it
I can't have multiple at once; Select "Steel Defender" on a companion page for its stats
Feature Name: Researcher
Bladesinger, level 2:
When I attempt to learn or recall a piece of lore, if I do not know
Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest]
that information, I often know where and from whom I can obtain it.
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
Usually, this information comes from a library, scriptorium,
Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
university, or a sage or other learned person or creature. Unearthing
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
the deepest secrets of the multiverse can require an adventure or
I can use an arcane focus as a spellcasting focus for my wizard spells
even a whole campaign.
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
Bladesong (Tradition of Bladesinging 2, SCAG 142) [Proficiency bonus per long rest]
As a bonus action, I can start the bladesong for 1 minute; I can dismiss it at any time
It stops when I wear a shield, medium or heavy armor, or attack with two hands Eladrin (+2/+1,+1/+1/+1)
While the bladesong is active I have the following benefits: Trance: Elves don't need to sleep, but meditate semiconsciously,
• Intelligence modifier (min 1) to AC for 4 hours a day. This gives the same benefit as a human gets from
• Base walking speed increases by 10 foot 8 hours of sleep (long rest takes only 4 hours).
• Advantage on Dexterity (Acrobatics) checks Fey Step: Once per short rest, as a bonus action, I can magically
• Intelligence modifier (min 1) to concentration saves for maintaining conc. on a spell teleport up to 30 ft to an unoccupied space I can see. Once I reach
Training in War and Song (Tradition of Bladesinging 2, SCAG 142) 3rd level, this gains an additional effect, based on the current season
I gain proficiency with light armor, a one-handed melee weapon, and Performance I'm aligned with. See the third page notes section for the effects.
Shifting Seasons: After I finish a long rest, I can align myself with a
season of my choice.

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


Backpack, with: 5 bottle of ink CP

- Crowbar 5 quill
- Hammer 3 small knife 0.25 SP
- Pitons 10 0.25 letter
- Torches 10 1 common clothes 3
- Tinderbox 1 EP

- Rations, days of 10 2
- Waterskin
- Hempen rope, feet of 50 0.2
5
10 GP

PP

WEIGHT CARRIED
65 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
120 lb
PUSH/DRAG/LIFT
SUBTOTAL 61.5 SUBTOTAL SUBTOTAL 3.25 121 - 240 lb
Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
When I finish a long rest, I can turn nonmagical objects into magic items using my infusions FEAT:

I can attune to it immediately; If I infuse too many items, the oldest loses its magic
The infusion lasts until my death + my Int mod in days, but ends if I unlearn the infusion
Each infusion can only be used in one item at a time and only in appropriate items
Whenever I gain an artificer level, I can replace an infusion I know with another
I can use an infused item as a spellcasting focus
Eladrin Season Features (Eladrin, MToF 62) [save DC 8 + Cha mod + prof bonus]
• Autumn (Eladrin Season, MToF 62) FEAT:

After using Fey Step, up to 2 creatures I can see within 10 ft of me must make a Wis save
If failed, a target is charmed by me for 1 minute, or until I or my allies damage it
• Winter (Eladrin Season, MToF 62)
When I use Fey Step, one target in 5 ft of where I teleported from must make a Wis save
If failed, it is frightened of me until the end of my next turn
• Spring (Eladrin Season, MToF 62)
When I use Fey Step, I can instead teleport one willing creature I touch within 5 ft of me FEAT:
It teleports to an unoccupied space of my choice that I can see within 30 ft of me
• Summer (Eladrin Season, MToF 62)
After using Fey Step, each creature of my choice within 5 ft of me takes fire damage
This fire damage is equal to my Charisma modifier (minimum 1)
Enhanced Defense (Artificer Infusion, E:RLW 62) [armor/shield; +1 magical]
Enhanced Weapon (Artificer Infusion, E:RLW 62) [simple/martial weapon; +1 magical]
FEAT:

MAGIC ITEM: Armor +1 (Studded Leather) [DMG 152]

I have a +1 bonus to AC while wearing this studded leather


armor.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Weapon +1 (Spear) [DMG 213]

I have a +1 bonus to attack and damage rolls made with this


magic spear.

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


Male 30 Medium 6'0 80kg
Joma GENDER AGE SIZE HEIGHT WEIGHT

Neutral Black Black Ashen


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

Wretched —
Steel Defender Medium
Gora
RACE SIZE HEIGHT WEIGHT

Construct Neutral
CONSTRUCT TYPE AGE GENDER ALIGNMENT
NAME

+2 STR -3 INT Temporary HP: SUCCESSES

+4 DEX 0 WIS
15 +3 19
+2 +5 CON -2 CHA FAILURES

14
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Force-Empowered Rend Int Melee (5 ft) +6 1d8+3 Piercing

+1 +1 40 ft
DESCRIPTION

12 LEVEL USED
3
DIE d8+2
1
+2
+1 Acrobatics (Dex) Damage Immunities: poison. Repair (3/Day): As an action, the steel defender restores
14
Condition Immunities: charmed, 2d8 + its proficiency bonus in HP to itself or to one
0 Animal Handling (Wis)
exhaustion, poisoned. construct or object within 5 ft of it.
-3 Arcana (Int)
Languages: understands the languages Deflect Attack (reaction): As a reaction, the steel
+5 Athletics (Str)
-3 -2 Deception (Cha)
of its creator but can't speak.
Creator: The steel defender obeys the
defender imposes disadvantage on the attack roll of one
creature it can see that is within 5 ft of it, provided the
-3 History (Int) commands of its creator and shares its attack roll is against a creature other than the defender.
4 0 Insight (Wis) proficiency bonus. It takes its turn Healing: The steel defender regains 2d6 HP whenever
immediately after its creator, on the same the Mending spell is cast on it. Its HP total is equal to 2 +
-2 Intimidation (Cha)
initiative count. It can move and take its creator's artificer level times five + its creator's Int mod.
-3 Investigation (Int) reactions on its own, but only takes the Within an hour of its death, while within 5 ft, its creator

0 0 Medicine (Wis)

-3 Nature (Int)
Dodge action on its turn unless its creator
takes a bonus action to command it to
can take an action to use smith's tools and expend a spell
slot to have it return to full HP after 1 minute. If its creator
+6 Perception (Wis) take another action. If its creator is dies, the steel defender also perishes.
10
incapacitated, it can take any action, not
-2 Performance (Cha)
just Dodge.
-2 Persuasion (Cha)
Vigilant: The defender can't be surprised.
-3 Religion (Int)
-2 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
6
0 Survival (Wis)

16 PASSIVE WISDOM (PERCEPTION)

Darkvision 60 ft
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Joma
CHARACTER NAME

Intelligence 4 +6 DC 14
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Create Bonfire 5-ft cube all crea at casting, entering, or end turn in save or 2d8 Fire dmg; ignites flammable Dex Conj 1a 60 ft V,S,Mƒ Conc, 1 min X 152

Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S,Mƒ 1 rnd X 150
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,Mƒ 8 h P 211
Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if crea hit, save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 60 ft S,Mƒ Instantaneous X 150
Cure Wounds 1 living creature heals 1d8+1d8/SL+3 (Int) HP — Evoc 1a Touch V,S,Mƒ Instantaneous P 230
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S,Mƒ Conc, 10 min P 231
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S,Mƒ 1 h (D) P 233
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S,Mƒ Conc, 10 min P 238
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V,Mƒ Conc, 1 min P 239
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,Mƒ 1 h P 239
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,Mƒ 1 min P 239
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,Mƒ 1 min P 246
) Heroism 1+1/SL crea immune to fear, gain+3 (Int) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S,Mƒ Conc, 1 min P 250
Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) — Div 1 min Touch V,S,Mƒ Instantaneous P 252
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,Mƒ 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,Mƒ 1 h P 256
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S,Mƒ Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,Mƒ 1 min P 272
) Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S,Mƒ 1 rnd P 275
Snare 5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch S,M† 8 h, till trigger X 165
Tasha's Caustic Brew 30-ft long 5-ft wide all save or 2d4+2d4/SL Acid dmg at start of turn; action to clean self or adjacent Dex Evoc 1a S:30-ft line V,S,Mƒ Conc, 1 min T 115

Intelligence 5 +6 DC 14
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+3 (Int) Fire dmg — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
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
Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259

Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) — Evoc 1a 90 ft V,S,Mƒ Instantaneous P 221
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
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
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
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
LINE

Point of Origin CONE CUBE SPHERE CYLINDER

(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) 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. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 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. Death
(ACTION) (ACTION) (PHB 291)
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
(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 (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)
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. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
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. (ACTION)
(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,
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.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance


(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 +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 +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see ‘Two- 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 (PHB 196)
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

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.
(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
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.
(INSTEAD OF ONE ATTACK) (DMG 271)
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.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
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
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
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. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
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
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 (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT ½ SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(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.
(AT ½ SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

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
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.
(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.
(PHB 182) (PHB 183)

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