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10 Bard (College of Swords) 4, Bladesinger 6


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Silverquill Student Grung 64,000 Add: 85,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
PRO

STR INT
Armor

+4
Set Max HP
STRENGTH ● DEX WIS
Shield
CON ● CHA
MAXIMUM PROFICIENCY ARMOR Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Misc
Temporary Hit Points: Misc
DEXTERITY ARMOR
Immune to poison

CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION
SUCCESSES LEVEL DIE USED ENCUMBERED
Hide 2nd DC
4 d8+0 15 ft, climb 15 ft

CONSTITUTION FAILURES
6 d6+0 25 ft, 12 ABILITY SAVE DC
ABILITY
CHARISMA
SAVE DC INTELLIGENCE 12
SAVING THROWS climb 25 ft
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
● Light ● Medium

PRO
Heavy Shields
PRO

Acrobatics (Dex)
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● Arcana (Int) > Bardic Inspiration (d6) 1 LR Hand crossbow, Longsword, Rapier, Scimitar, Shortsword

INTELLIGENCE Athletics (Str) > Arcane Recovery (3 levels of spell slots) 1 LR LANGUAGES TOOLS & OTHERS
● Deception (Cha) > Bladesong 4 LR Grung Musical instrument (1/3)
History (Int) > Musical
from Silverquill Student (background) (1/2) instrument (2/3)
Insight (Wis) > Musical
from Silverquill Student (background) (2/2) instrument (3/3)
● Intimidation (Cha) >
● Investigation (Int) >
WISDOM
Medicine (Wis) >
Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● Perception (Wis)
● Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● Persuasion (Cha) > Attack (2 attacks per action) Bardic Inspiration < <

CHARISMA Religion (Int) > Bladesong (start) < <

Sleight of Hand (Dex) > < <

Stealth (Dex) > < <

Survival (Wis) > < <

Tool > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

PASSIVE WISDOM (PERCEPTION) Rapier ✔ Str Melee +4 1d8 Piercing


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Finesse
DESCRIPTION

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SENSES
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NAME TOTAL NAME TOTAL

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Reload Reload

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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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Bard (College of Swords), level 4:
◆ Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
◆ Spellcasting (Bard 1, PHB 52) [3 cantrips & 7 spells known] PERSONALITY TRAITS
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus for my bard spells
I can cast my known bard spells as rituals if they have the ritual tag
◆ Jack of All Trades (Bard 2, PHB 54)
I can add half my Proficiency Bonus to any ability check that doesn't already include it IDEALS
◆ Song of Rest (Bard 2, PHB 54) [d6]
Those that use HD and can hear my performance during a short rest get extra healing
◆ Expertise (Bard 3, PHB 54) [with 2 skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Blade Flourish (College of Swords 3, XGtE 15)
BONDS
When I take the Attack action on my turn, I gain bonus speed and special attack options
I gain +10 ft to my walking speed until the end of the current turn
Once per turn when I hit with a weapon attack, I can expend a Bardic Inspiration die
The roll of that die is added to the weapon's damage, in addition to one of the following:
• Defensive Flourish: the result is also added to my AC until the start of my next turn
FLAWS
• Slashing Flourish: the extra damage is also dealt to any of my choosing in 5 ft of me
• Mobile Flourish: the target is also pushed 5 plus the die result in feet away from me
As a reaction after this push, I can move my speed to a space within 5 ft of the target
◆ Bonus Proficiencies (College of Swords 3, XGtE 15) Feature Name: Silverquill Initiate
I gain proficiency with medium armor and scimitars
I gain the Strixhaven Initiate feat for the Silverquill college. In
My bardic spellcasting focus can be any simple or martial weapon I'm proficient with
addition, I add the following spells to the spell list of all my
◆ Fighting Style (College of Swords 3, XGtE 15)
spellcasting classes, if any: Dissonant Whispers, Silvery Barbs, Calm
Select a Fighting Style for the college of swords using the "Choose Feature" button above
Emotions, Darkness, Beacon of Hope, Daylight, Compulsion,
Confusion, Dominate Person, and Rary's Telepathic Bond.
Bladesinger, level 6:
◆ Arcane Recovery (Wizard 1, PHB 115) [3 levels of spell slots, 1× per long rest]
BACKGROUND FEATURE
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 Grung (+2 Dexterity, +1 Constitution)
I can use an arcane focus as a spellcasting focus for my wizard spells Poisonous Skin: Creatures that touch me must make a DC 12 Con
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag save or be poisoned for 1 min, repeating the save at the end of each
◆ Bladesong (Tradition of Bladesinging 2, SCAG 142) [Proficiency bonus per long rest] of its turns. My piercing weapon attacks deal +2d4 poison damage if
As a bonus action, I can start the bladesong for 1 minute; I can dismiss it at any time the target fails a DC 12 Con save.
It stops when I wear a shield, medium or heavy armor, or attack with two hands Standing Leap: Without a running start, I can long jump to 25 ft and
While the bladesong is active I have the following benefits: high jump to 15 ft.
• Intelligence modifier (min 1) to AC Water Dependency: I can breathe air and water. I need to be
• Base walking speed increases by 10 foot immersed in water for 1 hour every day or suffer 1 level of
• Advantage on Dexterity (Acrobatics) checks exhaustion at the end of that day until I immerse for 1 hour.
• Intelligence modifier (min 1) to concentration saves for maintaining conc. on a spell
CLASS FEATURES RACIAL TRAITS
◆ Training in War and Song (Tradition of Bladesinging 2, SCAG 142)
I gain proficiency with light armor, a one-handed melee weapon, and Performance
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
◆ Extra Attack (Tradition of Bladesinging 6, SCAG 142) CP
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I can attack twice instead of once when I take the Attack action on my turn
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Moreover, I can cast one of my cantrips in place of one of those attacks
> > > SP
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EP
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> > > GP
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PP
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WEIGHT CARRIED
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ENCUMBERED
> > ATTUNED MAGICAL ITEMS
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL
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
> FEAT: Strixhaven Initiate [Silverquill] [SCC 36]
I learn two cantrips (Sacred Flame, Thaumaturgy, or Vicious
Mockery) and a 1st-level spell from the bard or cleric spell list. I
can cast the spell once per long rest at its lowest level without
expending a spell slot, and can cast it if I have a spell slot to do
so. I can have Int, Wis, or Cha as my spellcasting ability for this.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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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
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GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

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
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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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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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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

SPELL SLOTS
CHARACTER NAME

BARD SPELLS Charisma +4 DC 12


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Blade Ward Until the end of my next turn, Bludgeoning, Piercing, and Slashing dmg resist. vs. weapons — Abjur 1a Self V,S 1 rnd P 218
> Thunderclap 100-ft rad audible; all crea but me in area save or 2d6 Thunder dmg Con Evoc 1a 5 ft S Instantaneous X 168
> Vicious Mockery 1 creature save or 2d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285

1ST LEVEL / APPRENTICE MYSTERIES

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Cure Wounds 1 living creature heals 1d8+1d8/SL+0 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
> Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> 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 Conc, 1 min P 239
> 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

2ND LEVEL / INITIATE MYSTERIES

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Crown of Madness 1 humanoid save or charmed and must melee attack against crea chosen by me; extra save/rnd Wis Ench 1a 120 ft V,S Conc, 1 min P 229
> Heat Metal 1 metal obj on touch 2d8+1d8/SL Fire dmg; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,M Conc, 1 min P 250
> 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

BLADESINGER SPELLS Intelligence 6 +4 DC 12


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

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


AT
WILL 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
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 Poison Spray 1 creature save or 2d12 Poison dmg Con Conj 1a 10 ft V,S Instantaneous P 266
AT
WILL Sword Burst All crea in range save or 2d6 Force damage Dex Conj 1a S:5-ft rad V Instantaneous T 115

1ST LEVEL / APPRENTICE MYSTERIES

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


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
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
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
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S Conc, 10 min P 238
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
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
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.


Continual Flame Create a permanent flame (50gp cons.) — Evoc 1a Touch V,S,M† Till dispelled P 227
Dragon's Breath 1 willing crea: 1 a breathe 15-ft cone all 3d6+1d6/SL Acid/Cold/Fire/Lightn./Poison dmg; save half Dex Trans 1 bns Touch V,S,M Conc, 1 min X 154
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260
Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray — Evoc 1a 120 ft V,S Instantaneous P 273

3RD LEVEL / MASTER MYSTERIES

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


Counterspell Stop a spell being cast; if above SL of this spell, make DC 10+SL Intelligence check (+2) — Abjur 1 rea 60 ft S Instantaneous P 228
Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
Lightning Bolt 100-ft long 5-ft wide all 8d6+1d6/SL Lightn. dmg; save halves; unattended flammable obj ignite Dex Evoc 1a S:100-ft line V,S,M Instantaneous P 255
Summon Lesser Demons Summon up to 8 (16 at SL6, 24 at SL8) CR ≤1 1 demons, DM choice; attack nearest non-demons — Conj 1a 60 ft V,S,M Conc, 1 h X 167
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

STRIXHAVEN INITIATE SPELLS Intelligence +4 DC 12


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS / FUNDAMENTALS

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


AT
WILL Sacred Flame 1 creature that I can see save or 2d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272
AT
WILL Thaumaturgy Minor wonder; my voice booms, flames flicker, tremors in the ground, ominous sounds, etc. — Trans 1a 30 ft V 1 min (D) P 282

1ST LEVEL / APPRENTICE MYSTERIES

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



LR Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 2/2 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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