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6 Shadow Sorcerer Kylie


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Sarenia LEVEL & CLASS PLAYER NAME

Hermit 14,000 Add: 23,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

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

+2 when damaged CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
6 d6+4

CONSTITUTION SAVING THROWS FAILURES


30 16 ABILITY
SAVE DC
CHARISMA

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

18 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
+2 Arcana (Int) > Strength of the Grave 1 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) > Sorcery Points 6 LR LANGUAGES TOOLS & OTHERS

+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
>

+5 Intimidation (Cha) >

+2 Investigation (Int) >


WISDOM
● +4 Medicine (Wis) >

+1 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+1 Perception (Wis)
12 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +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)
< <

+5 +2 Sleight of Hand (Dex) > slot) < <

+2 Stealth (Dex) > < <

+1 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Dagger ✔ Dex Melee, 20/60 ft +5 1d4+2 Piercing


>
Finesse, light, thrown
DESCRIPTION
Darkvision 120 ft
Light Crossbow ✔ Dex 80/320 ft +5 1d8+2 Piercing
>
Ammunition, loading, two-handed
SENSES
>

NAME TOTAL NAME TOTAL


Arrows 20 Bolts 20 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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.
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Add Features
Shadow Sorcerer, level 6:
◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 7 spells known] I am utterly serene, even in the face of disaster.
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability I'm oblivious to etiquette and social expectations.
I can use an arcane focus as a spellcasting focus for my sorcerer spells
◆ Eyes of the Dark (Shadow Magic 1, XGtE 51)
I gain 120 ft darkvision PERSONALITY TRAITS
◆ Strength of the Grave (Shadow Magic 1, XGtE 51) [1× per long rest]
When damage reduces me to 0 HP, that isn't radiant damage or a critical hit, Power: Solitude and contemplation are paths toward mystical or
I can make a Charisma save (DC 5 + damage taken) to drop to 1 HP instead magical power. (Evil)
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 6× per long rest]
As a bonus action, I can use sorcery points to create spell slots and vice versa IDEALS
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows: I entered seclusion because I loved someone I could not have.
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
BONDS
See below. I can use only 1 Metamagic option on a spell unless otherwise written
◆ Darkness (Shadow Magic 3, XGtE 51) [2 sorcery points]
I like keeping secrets and won't share them with anyone.
I learn Darkness, which doesn't count against my number of spells known
I can also cast it by spending 2 sorcery points and then I can see through it normally
◆ Hound of Ill Omen (Shadow Magic 6, XGtE 51) [3 sorcery points; 3 temporary HP]
FLAWS
As a bonus action, I summon a hound within 30 ft of a creature I see within 120 ft
The hound has all the stats of a dire wolf with the following exceptions:
• It is medium size and counts as a monstrosity not a beast
• It starts with a number of temporary hit points equal to half my sorcerer level Feature Name: Discovery
• At the start of its turn, it automatically knows where the (hidden) target is
The quiet seclusion of my extended hermitage gave me access to a
• It can only move towards and make (opportunity) attack against the target
unique and powerful discovery. The exact nature of this revelation
• It can move through other creatures and objects as if they were difficult terrain
depends on the nature of my seclusion. It might be a great truth, a
• It takes 5 force damage if it ends its turn inside an object
hidden site, a long forgotten fact, or unearthed some relic of the
The target has disadvantage on saves vs. my spells while the hound is within 5 ft of it
past that could rewrite history.
It disappears if reduced to 0 HP, if the target is reduced to 0 HP, or after 5 minutes

BACKGROUND FEATURE

SIREN TRAITS: see notes on next page.

CLASS FEATURES RACIAL TRAITS

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


> Sack 1 0.5 > > CP

> - Waterskin 1 5 > >


> - Herbalism kit 1 3 > >
SP
> - Hempen rope, feet of 50 0.2 > >
> - Gold 120 > >
> - vampire teeth arrowheads 2 0.05 > > EP

> > >


> > >
GP
> > >
> > >
> > > PP

> > >


WEIGHT CARRIED
> > >
18.6 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 18.6 SUBTOTAL SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
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.
METAMAGIC (use sorcery points):
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the > FEAT: War Caster [PHB 170]
following Metamagic options of your choice. You gain another one at 10th and 17th level. Advantage on Con saves to maintain concentration on spells
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. when damaged. Perform somatic components even when
holding weapons or shield in one or both hands. Cast spell of 1
TWINNED SPELL: action casting time that targets only one creature instead of an
When you cast a spell that targets only one creature and doesn't have a range of self, you can opportunity attack.
spend a number of sorcery points equal to the spell's level to target a second creature in range
with the same spell (1 sorcery point if the spell is a cantrip). > FEAT:
To be eligible, a spell must be incapable of targeting more than one creature at the spell's
current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and
chromatic orb are.

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

> MAGIC ITEM: Pearl of Power [DMG 184] ● Attuned


While this pearl is on my person, I can use an action to speak its
NOTES command word and regain one expended spell slot. If the
expended slot was of 4th level or higher, the new slot is 3rd
level. Once I have used the pearl, it can't be used again until the
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
next dawn.
> <
> <
> MAGIC ITEM: Hag's Hand ● Attuned
> <
Once per day, I can cast spell to detect magic, cast magic missile
> <
or cast sleep.
> <
> <
> <
> <
> <
> MAGIC ITEM: Witch's Blood Attuned
> <
> < 1 vial
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3+221026 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Female 80 Medium
Sarenia GENDER AGE SIZE HEIGHT WEIGHT

Neutral Evil
CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

Aliahnea (Ali) - Oathbreaker Paladin


Kushar - Necromancer ORGANIZATION
Lightning - Rogue Assassin
Vadus - Wild Mage Sorcerer
Gundahar - Fighter
Flute (has disappeared) - Rogue Thief

CLICK HERE
We are rescuing Irena (her brother, Ismark, is helping). TO CHANGE
We left the kids Leroy, Freck and Myrtle at the
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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

Fitz von Wurg - master toymaker


Blinsky - toy shop owner
Piccolo - Blinsky's monkey

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

I am icy cold to the touch. SIREN TRAITS:


DARK VISION. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern colour in darkness, only shades of grey.
AMPHIBIOUS. You can breathe both air and water.
SIREN'S BODY. As a bonus action, you turn into an amphibious form, your legs becoming a single powerful tail.
Your walking speed is reduced to 0 feet but you gain a swimming speed of 40 feet. While in this form, you can
use your bonus action to return to normal.
CHARM RESISTANCE. You have advantage against being charmed, being a skilled charmer yourself.
HAUNTING CRY. Sirens are known for luring people and beguiling them. Whenever you make a Charisma
(Performance) check to sing, you are considered proficient in the Performance skill and add double your
proficiency bonus to the check, instead of your normal proficiency bonus.
APPEARANCE You know the FRIENDS CANTRIP. When you reach 3rd level, you can cast the charm person spell once and
need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the
suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting
Poor LIFESTYLE DAILY PRICE 2 sp ability for these spells.
LANGUAGES. You can speak, read, and write both Common and the Primordial dialect of Aquan.

RAVENLOFT FEARS:
Fear of being alone

ENEMIES CHARACTER HISTORY


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.
Companion Options

Hound of Ill Omen Medium


RACE SIZE HEIGHT WEIGHT

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

+3 +2 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

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.

-4 History (Int) ◆ Shadowy Form: The hound can move


3 +1 Insight (Wis) through other creatures and objects as if
they were difficult terrain. It takes 5 force
-2 Intimidation (Cha)
damage if it ends its turn inside an object.
WISDOM
-4 Investigation (Int) ◆ Sign of Ill Omen: While the hound is

+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

13 PASSIVE WISDOM (PERCEPTION)

Adv. on Wis (Perception) checks using hearing/smell;


At the start of each turn, knows where the target is
SENSES

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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.

I see the house of a dragon


And a heart, once pure, corrupted by hatred
Bring light to the house and peace to the heart
And you'll get protection from the devil on high.

I see the shrines of murdered gods


Help the land find peace
And it shall reward you with the power you seek
Start in amber palace of darkness,

Look for a mighty predator, a hunter of hunters


He stalks this land
In hopes of slaying the mightiest prey of all.
Perhaps you and he share an adversary.

When it's time for you to face your fate


In the eyes of your deadliest foe
Pursue him into the depths of darkness
You shall find the devil in the tomb of the only man he has ever envied.

[Tatiana + Strahd's bro, Sergei]

TOME, SYMBOL, SWORD, ALLY

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

SHADOW SORCERER SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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

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 v13.1.3+221026 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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