Professional Documents
Culture Documents
Sarenia Character Sheet
Sarenia Character Sheet
F AC DESCRIPTION
-1 STR +2 INT
PRO
10 Armor Unarmored
44 +3 12
Set Max HP
STRENGTH +2 DEX +1 WIS
Shield
-1 ● +7 CON
RESISTANCES
● +8 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Con (Concentration) saves +2 ARMOR
+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)
PRO
Light Medium Heavy Shields
PRO
+2
● +8 Deception (Cha) > Pearl of Power 1 Dawn Common Herbalism kit
+2 History (Int) > (= extra spell slot) from Hermit (background)
+1 Insight (Wis)
14
>
● +8 Persuasion (Cha) > Darkness (2 sorcery points) Font of Magic < War Caster - Opportunity Spell <
CHARISMA ● +5 Religion (Int) > Pearl of Power (extra spell Hound of Ill Omen (3 sorcery points)
< <
>
BACKGROUND FEATURE
DISTANT SPELL:
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to
double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 > FEAT:
sorcery point to make the range of the spell 30 feet.
> FEAT:
FEATS
EXTRA EQUIPMENT
Neutral Evil
CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN
CLICK HERE
We are rescuing Irena (her brother, Ismark, is helping). TO CHANGE
We left the kids Leroy, Freck and Myrtle at the
THIS ICON
orphanage (looked after by Freya & Milivoj).
Ali has a steed called Legend.
Riktavio is a vampire slayer.
Urwin is the owner of the Blue Water Inn; he is also
a shape shifting raven.
SYMBOL
RAVENLOFT FEARS:
Fear of being alone
Monstrosity Unaligned
SUMMONED TYPE AGE GENDER ALIGNMENT
NAME
F
+3 STR -4 INT Temporary HP: 3 SUCCESSES
PRO
14 +2 37
Set Max HP
STRENGTH
+2 DEX +1 WIS
17
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Bite ✔ Str Melee (5 ft) +5 2d6+3 Piercing
+2
DEXTERITY
50 ft >
+2
Target must succeed on a DC 13 Strength saving throw or be knocked prone
DESCRIPTION
INITIATIVE SPEED
>
15 LEVEL USED
DIE
5
d10+2
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
+2
ATTACKS
F EX
◆ Actions: The hound can only move ◆ Keen Hearing and Smell: The hound has advantage on
15 +2 Acrobatics (Dex)
PRO
towards its targets and make attacks or Wisdom (Perception) checks that rely on hearing or smell.
+1 Animal Handling (Wis)
opportunity attacks against its target. ◆ Pack Tactics: The hound has advantage on an attack roll
-4 Arcana (Int)
INTELLIGENCE ◆ Temporary Hit Points: When the hound is against a creature if at least one of the hound's allies is
+3 Athletics (Str)
-4 -2 Deception (Cha)
summoned, it gains temporary HP equal to
half my sorcerer level.
within 5 ft of the creature and the ally isn't incapacitated.
+1 +1 Medicine (Wis)
-4 Nature (Int)
within 5 ft of its target, that target has
disadvantage on saving throws versus my
+3 Perception (Wis) spells.
12 ●
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)
-2
-4 Religion (Int) FEATURES TRAITS
+2 Sleight of Hand (Dex)
● +4 Stealth (Dex)
7
+1 Survival (Wis)
SKILLS
CLICK HERE
TO CHANGE
THIS ICON
REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3+221026 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options
MADAM EVA'S FORETELLING: DC = the target number for an ability check or saving throw
Find a tome
Look to the west AC = target number for an attack roll (how hard it is to be hit)
Find water aglow with the light of the sun
Hidden behind the walls of man.
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3+221026 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Sarenia
CHARACTER NAME SPELL SLOTS
CANTRIPS (0 LEVEL)
> 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
> Fire Bolt Spell attack for 2d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
> 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
> 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
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
> 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
> 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
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of SL 3+ works in it — Evoc 1a 60 ft V,M Conc, 10 min P 230
> Gust of Wind 60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book Str Evoc 1a S:60-ft line V,S,M Conc, 1 min P 248
> Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min P 243
> 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
(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SJ Spelljammer: Adventures in Space
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area SR System Reference Document
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting T Tasha’s Cauldron of Everything
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting UA Unearthed Arcana
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware W Explorer’s Guide to Wildemount
up to 1 minute X Xanathar’s Guide to Everything
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
>
> INNATE ABILITIES (Charm Person and Darkness) = once every LR.
> Charm Person is also a first level spell (so I can use up to 4 times per LR).
> Use sorcery points each time I use Darkness and for all METAMAGIC spells (see next page).
> When I cast Darkness, I can spend 2 sorcery points to see through it normally.
>
> THE SHADOWLESS ONE: As an action, I can control a target's shadow, forcing it to attack its creator.
> Their shadow returns to normal after a minute but my shadow disappears, having been stolen by the
> Dark Powers. This unnatural appearance is very disturbing for those around me, which is why I have
> DISADVANTAGE ON ALL CHARISMA (PERSUASION) CHECKS during this time. I cannot use this
> feature again until I finish a LR, when my shadow returns to me.
>
> Hag's Hand - see p. 5
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3+221026 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE
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)