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10 Bard (College of Whispers) 8, Paladin 2


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Wildspacer Changeling, Multiverse 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

CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION
SUCCESSES LEVEL DIE USED ENCUMBERED
Show 2nd DC
2 d10+0 20 ft

CONSTITUTION SAVING THROWS FAILURES


8 d8+0
30 ft 12 ABILITY
SAVE DC
CHARISMA

DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
● Light ● Medium ● Shields

PRO
Heavy
PRO

Acrobatics (Dex)
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
Arcana (Int) > Bardic Inspiration (d8) 1 SR
INTELLIGENCE ● Athletics (Str) > Words of Terror 1 SR LANGUAGES TOOLS & OTHERS
Deception (Cha) > Mantle of Whispers 1 SR Common Musical instrument (1/3)
History (Int) > Divine Sense 1 LR from Multiverse Changeling Musical instrument (2/3)
Insight (Wis) > Lay on Hands 10 LR Musical instrument (3/3)
Intimidation (Cha) > Navigator's tools
Investigation (Int) > Vehicles (space)
WISDOM
Medicine (Wis) >
Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
Perception (Wis)
Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
Persuasion (Cha) > Countercharm Bardic Inspiration < <

CHARISMA Religion (Int) > Shadow Disguise (start) Shadow Disguise (end) < <

Sleight of Hand (Dex) > Shapechanger < <

Stealth (Dex) > Divine Sense < <

● Survival (Wis) > Lay on Hands < <

Tool > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

PASSIVE WISDOM (PERCEPTION) Shortsword ✔ Str Melee +4 1d6 Piercing


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Finesse, light
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 Whispers), level 8:
◆ Bardic Inspiration (Bard 1, PHB 53) [d8, Charisma modifier per short 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 & 11 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
◆ Psychic Blades (College of Whispers 3, XGtE 16) [1 Bardic Inspiration for +3d6 damage]
BONDS
When I hit a creature with a weapon attack, I can expend one use of Bardic Inspiration
If so, the attack does extra psychic damage; I can do so only once per round, on my turn
◆ Words of Terror (College of Whispers 3, XGtE 16) [1× per short rest]
By speaking privately with a humanoid for at least 1 minute, I can try to inspire terror
After the talk, it must make a Wis save or be frightened of me or someone of my choice
FLAWS
If the save is successful, the target doesn't know I tried to frighten it
This lasts for 1 hour, or until it sees its allies or itself being attacked or damaged
◆ Font of Inspiration (Bard 5, PHB 54)
I can now also recover my expended Bardic Inspiration uses after a short rest Feature Name: Wildspace Adaptation
◆ Countercharm (Bard 6, PHB 54)
I was raised in the void of Wildspace, home to asteroid miners,
As an action, I can do a performance that lasts until the end of my next turn
moon farmers, and other hardy folk. Life in Wildspace has
While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed
toughened me to face the terrors and other challenges of the airless
◆ Mantle of Whispers (College of Whispers 6, XGtE 16) [1× per short rest]
night and I've learned how to adapt to zero gravity. Being weightless
As a reaction when a humanoid dies within 30 ft of me, I can capture its shadow
doesn't give me disadvantage on any of my melee attack rolls and I
As an action, I can use it to make me look just like the dead person did while it was alive
gain the Tough feat.
While disguised, I know general information about it and its memories, but not its secrets
BACKGROUND FEATURE
Others can see through the disguise with a Wis (Insight) check vs. my Cha (Deception) +5
A shadow lasts until used or next long rest; The disguise ends as a bonus action or 1 hour
Changeling
Paladin, level 2: • Fey: My creature type is fey, rather than humanoid.
◆ Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest] • Shapechanger: As an action, I can change my appearance and
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft voice to or from a humanoid-shaped form I have seen, not changing
Until the end of my next turn, I sense the type/location if it is not behind total cover my equipment. I determine the specifics of the form like hair length,
◆ Lay on Hands (Paladin 1, PHB 84) [10× per long rest] eye color, and sex. I can adjust my height and weight between
As an action, I can use points in my pool to heal a touched, living creature's hit points Medium and Small and can appear as a member of another race,
I can neutralize poisons/diseases instead at a cost of 5 points per affliction though none of my game statistics change. I revert back when I die.
◆ Divine Smite (Paladin 2, PHB 85) • Changeling Instincts: I gain proficiency with 2 of the following
When I hit a melee weapon attack, I can expend a spell slot to do +2d8 radiant damage skills: Deception, Insight, Intimidation, Performance, or Persuasion.
This increases by +1d8 for each spell slot level
CLASS above 1st and +1d8 against undead/fiends
FEATURES RACIAL TRAITS
◆ Fighting Style (Paladin 2, PHB 84)
Choose a Fighting Style for the paladin using the "Choose Feature" button above
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
◆ Spellcasting (Paladin 2, PHB 84) CP
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I can cast prepared paladin spells, using Charisma as my spellcasting ability
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I can use a holy symbol as a spellcasting focus for my paladin spells
> > > SP
> > >
> > >
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: Tough [PHB 170]
My hit point maximum increases by an amount equal to twice
my character level.

> 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
Medium
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

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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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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
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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.
> Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 230
> Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
> 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.
> Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
> 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.
> Gift of Gab Cast when talking, any crea within 5 ft think what I said in the last 6 seconds was only to cast a spell — Ench 1 rea Self V,S,R† Instantaneous AI 76
> 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
> Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp. — Illus 1a 120 ft V,S Conc, 10 min P 275

3RD LEVEL / MASTER MYSTERIES

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Hypnotic Pattern 30-ft cube all crea save or charmed, incapacitated, speed 0 for duration; ends if crea takes dmg Wis Illus 1a 120 ft S,M Conc, 1 min P 252
> Leomund's Tiny Hut (R) 10-ft rad immobile dome of force holds 9 Medium crea; blocks magic; ends if I leave; see book — Evoc 1 min S:10-ft rad V,S,M 8 h P 255

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dimension Door Teleport myself and 1 willing crea within 5 ft, up to 500 ft to a place I can see, specify, or describe — Conj 1a 500 ft V Instantaneous P 233

PALADIN SPELLS Charisma 1 +4 DC 12


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

1ST LEVEL / APPRENTICE MYSTERIES

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


Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Compelled Duel 1 crea save or dis. on attacks vs. not-me and save if moving more than 30 ft away Wis Ench 1 bns 30 ft V Conc, 1 min P 224
Cure Wounds 1 living creature heals 1d8+1d8/SL+0 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Divine Favor My weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
Heroism 1+1/SL crea immune to fear, gain+0 (Cha) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
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
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 Instantaneous P 270
Searing Smite Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites: start of turn save to end or 1d6 dmg Con Evoc 1 bns Self V Conc, 1 min P 274
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
Thunderous Smite Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft Str Evoc 1 bns Self V Conc, 1 min P 282
Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
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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)
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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