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7 Soulknife 3, Conjurer 4
Muerte Zehirli
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Criminal Human 23,000 Add: 34,000


BACKGROUND Hired killer RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR ● +5 INT
PRO

12 Armor Studded Leather

+3 16
Set Max HP
STRENGTH ● +7 DEX +1 WIS
Shield

-1 +3 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor

Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
3 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


4 d6+3
30 ft 15 ABILITY SAVE DC
ABILITY
DEXTERITY
SAVE DC INTELLIGENCE 13
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) ● Light

PRO
● Medium Heavy Shields
PRO

16 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
+2 Arcana (Int) > Arcane Recovery (2 levels of spell slots) 1 LR Hand crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) > Masquerade Tattoo (Disguise Self) 1 Dawn LANGUAGES TOOLS & OTHERS

+2
● +5 Deception (Cha) > Psionic Energy Dice (d6) 6 LR Common Thieves' tools
+2 History (Int) > Regain 1 Psionic Energy die 1 SR Thieves' Cant Poisoner's kit
● +4 Insight (Wis) Psychic Whispers 1 LR/PsiD Goblin Cards (Snap)
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●● +8 Intimidation (Cha) >

+2 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

+1 +2 Nature (Int)
●● +7 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

13 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +5 Persuasion (Cha) > Minor Conjuration Apply poison to weapon/ammo< <

CHARISMA +2 Religion (Int) > Psychic Whispers Masquerade Tattoo (change)< <

+2 +4 Sleight of Hand (Dex) > Cunning Action < <

● +7 Stealth (Dex) > Regain 1 Psionic Energy Die < <

+1 Survival (Wis) > Psychic Blade (after Attack action)< <


14
● +7 Thieves' tools (Dex) > Steady Aim < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

17 PASSIVE WISDOM (PERCEPTION) Dagger ✔ Dex Melee, 20/60 ft +7 1d4+4 Piercing


>
Finesse, light, thrown; Sneak attack 2d6
DESCRIPTION

Shortbow ✔ Dex 80/320 ft +7 1d6+4 Piercing


>
Ammunition, two-handed; Sneak attack 2d6
SENSES Fire Bolt ✔ Int 120 ft +5 2d10 Fire
>
Unattended flammable objects ignite
NAME TOTAL NAME TOTAL
Arrows 20 Daggers 12 Infestation ✔ Int 30 ft DC 13 2d6 Poison
>
Reload Reload Con save, success - no damage, fail - target also moved 5 ft in random direction

Chill Touch ✔ Int 120 ft +5 2d8 Necrotic


>
Target can't regain HP; Undead dis. on attacks vs. me until my next turn
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
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Soulknife, level 3:
◆ Expertise (Rogue 1, PHB 96) [with 2 skills] I am incredibly slow to trust. Those who seem the fairest often
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level have the most to hide. The best way to get me to do something
◆ Sneak Attack (Rogue 1, PHB 96) [2d6] is to tell me I can't do it.
Once per turn, I can add damage to a finesse/ranged weapon attack if I have advantage
I don't need adv. if the target has a conscious enemy within 5 ft and I don't have disadv. PERSONALITY TRAITS
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously Freedom: Chains are meant to be broken, as are those who
◆ Cunning Action (Rogue 2, PHB 96) would forge them. (Chaotic)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Psionic Energy Dice (Soulknife 3, TCoE 64) [d6, Proficiency Bonus × 2 per long rest] IDEALS
I gain twice my proficiency bonus of psionic energy dice (PsiD) that fuel my psionics
I regain all expended psionic energy dice after a long rest; See psionic powers on page 3 My ill-gotten gains go to support my family.
As a bonus action once per short rest, I can regain one expended psionic energy die
◆ Psychic Blades (Soulknife 3, TCoE 64)
As part of an Attack action, I can manifest a psychic blade from a free hand to attack
BONDS
It vanishes immediately after making the attack and leaves no mark on its target
As a bonus action after this attack, I can manifest and attack with another psychic blade
An innocent person is in prison for a crime that I committed. I'm
To do this, my other hand needs to be free as well and this blade does only 1d4 damage
okay with that.

Conjurer, level 4:
FLAWS
◆ Arcane Recovery (Wizard 1, PHB 115) [2 levels 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) [4 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability Feature Name: Criminal Contact
I can use an arcane focus as a spellcasting focus for my wizard spells
I have a reliable and trustworthy contact who acts as my liaison to a
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
network of other criminals. I know how to get messages to and from
◆ Conjuration Savant (School of Conjuration 2, PHB 116)
my contact, even over great distances; specifically, I know the local
I halve the gp and time needed to copy conjuration spells into my spellbook
messengers, corrupt caravan masters, and seedy sailors who can
◆ Minor Conjuration (School of Conjuration 2, PHB 116)
deliver my messages.
As an action, I can conjure an object up to 3 ft on each side and no more than 10 lbs
It must be of a form of a nonmagical object I have seen and is created within 10 ft
BACKGROUND FEATURE
The object disappears after 1 hour, if it takes or deals damage, or when I use this again

Human (+1 to two different ability scores of my choice)

Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 136 - 270 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
◆ Additional Wizard Spells (Optional Wizard 1, TCoE 75)
◆ Perception Expertise (Expertise, PHB 96) > FEAT: Poisoner Human bonus feat [TCoE 80]

◆ Intimidation Expertise (Expertise, PHB 96) My poison damage rolls ignore poison resistance. As a bonus
◆ Psionic Power: Psi-Bolstered Knack (Soulknife 3, TCoE 64) [1 PsiD if successful] action, I can apply poison to a weapon or piece of ammo. I can
If I fail an check using a skill or tool I'm proficient with, I can add a psionic energy die to it use a poisoner's kit and 50 gp to create my Prof Bonus doses of
The psionic energy die is only expended if this addition turns the failure into a success poison in 1 hour. Potent 1 min after applying. DC 14 Con save or
◆ Psionic Power: Psychic Whispers (Soulknife 3, TCoE 64) [1× per long rest or PsiD] 2d8 poison damage and poisoned until the end of my next turn.
As an action, I can select my Prof Bonus of creatures I can see and roll a psionic energy die
For the roll of hours, I can telepathically communicate with each and they with me > FEAT:

To send or receive messages (no action), we must be within 1 mile of each other
A creature must be able to speak a language to do this; It can end the link at any time
The first time I do this after a long rest, I don't expend the psionic energy die (PsiD)
◆ Steady Aim (Optional Rogue 3, TCoE 62)
As a bonus action if I don't move during my turn, I can give myself adv. on my next attack
This attack roll has to be in the same turn and my speed is 0 until the end of the turn
> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Masquerade Tattoo [TCoE 131] ● Attuned


When I attune to this magic needle, it disappears and I gain a
NOTES magical tattoo. As a bonus action, I can change its size, color,
pattern, and location on my skin to whatever I want, but it's
always obviously a tattoo. As an action once per dawn, I can use
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
the tattoo to cast Disguise Self (DC 13 to discern the disguise).
> <
> <
> MAGIC ITEM: Boots of False Tracks [XGtE 136]
> <
Only humanoids can wear these boots. While wearing the boots,
> <
I can choose to have them leave tracks like those of another kind
> <
of humanoid of my size.
> <
> <
> <
> <
> 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
Medium
Muerte Zehirli
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

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
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 v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options

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
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Muerte Zehirli
SPELL SLOTS
CHARACTER NAME

CONJURER SPELLS Intelligence 6 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Chill Touch Spell attack for 2d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
AT
WILL Fire Bolt Spell attack for 2d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL Lightning Lure 1 crea I see save or pulled 10 ft to me; if it ends in 5 ft, 2d8 Lightning dmg Str Evoc 1a S:15-ft rad V Instantaneous T 107
AT
WILL Ray of Frost Spell attack for 2d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL / APPRENTICE MYSTERIES

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Burning Hands All in area 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a S:15-ft coneV,S Instantaneous P 220
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 Instantaneous X 150
Earth Tremor All crea in range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10 ft V,S Instantaneous X 155
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256
Ray of Sickness Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of my next turn Con Necro 1a 60 ft V,S Instantaneous P 271
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 1 rnd P 275
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282

2ND LEVEL / INITIATE MYSTERIES

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Shadow Blade Sword 2d8 Psychic dmg, finesse, light, thrown (20/60 ft), adv. if target in dim/dark; +1d8 at SL3/5/7 — Illus 1 bns Self V,S Conc, 1 min X 164
Shatter 10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg Con Evoc 1a 60 ft V,S,M Instantaneous P 275

MASQUERADE TATTOO SPELLS +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL / APPRENTICE MYSTERIES

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self Mƒ 1 h (D) P 233
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/1 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)
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