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Killer Conjurer Lv3
Killer Conjurer Lv3
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
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 < <
SKILLS ACTIONS
>
SENSES
>
>
Reload Reload
>
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
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)
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
SPELL SLOTS
CHARACTER NAME
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
> 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
> 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
CANTRIPS / FUNDAMENTALS
CANTRIPS / FUNDAMENTALS
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)