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Henrietta Makir LEVEL & CLASS PLAYER NAME

Sage Tabaxi Add: 300


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
0 ● +5 INT
PRO

STR
10 Armor Unarmored

8 +2 12
Set Max HP
STRENGTH +2 DEX ● +2 WIS
Shield

0 +2 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d6+2 20 ft, climb 10 ft

CONSTITUTION FAILURES
30 ft, 13 ABILITY
SAVE DC
INTELLIGENCE
SAVING THROWS climb 20 ft
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

15 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +5 Arcana (Int) > Arcane Recovery (1 level of spell slots) 1 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE 0 Athletics (Str) > Feline Agility (still for 1 turn to recover) 1 Turn LANGUAGES TOOLS & OTHERS

+3
-1 Deception (Cha) > Common
● +5 History (Int) > Gnomish
0 Insight (Wis) Dwarvish
17
>

-1 Intimidation (Cha) > Elvish


● +5 Investigation (Int) >
WISDOM
0 Medicine (Wis) >

0 +3 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +2 Perception (Wis)
10 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > < <

CHARISMA ● +5 Religion (Int) > < <

-1 +2 Sleight of Hand (Dex) > < <

● +4 Stealth (Dex) > < <

0 Survival (Wis) > < <


8 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Tabaxi Claws ✔ Str Melee +2 1d4 Slashing


>

DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +4 1d4+2 Piercing
>
Finesse, light, thrown
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (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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Wizard, level 1:
◆ Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest] There's nothing I like more than a good mystery. I'm used to
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots helping out those who aren't as smart as I am, and I patiently
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known] explain anything and everything to others.
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
Knowledge: The path to power and self-improvement is through
knowledge. (Neutral)

IDEALS

I sold my soul for knowledge. I hope to do great deeds and win


it back.

BONDS

I am easily distracted by the promise of information.

FLAWS

Feature Name: Researcher

When I attempt to learn or recall a piece of lore, if I do not know


that information, I often know where and from whom I can obtain it.
Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Unearthing
the deepest secrets of the multiverse can require an adventure or
even a whole campaign.
BACKGROUND FEATURE

Tabaxi (+2 Dexterity, +1 Charisma) switched to (+1 Dexterity, +2


Intelligence)

Cat's Claws: I can use my retractable claws to make unarmed strikes


dealing 1d4 slashing damage. They also give me a climbing speed of
20 ft.

Feline Agility: When moving on my turn in combat, I can move


double my speed. Once I do this, I can't do it again until I don't
move at all on one of my turns.
CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > Ballbearings > Common clothes 3 CP

> - Book of lore (Runes & Charms) 5 > Caltrops (bag of 20) 2 0.1 > Belt pouch (with coins) 1
> - Ink, 1 ounce bottle of 2 > Oil (flask) 5 1 > Bedroll 7 SP
> - Ink pen > Rope (Hemp, 50ft) 1 0.25 > Rations (4 days) 2
> - Parchment, sheets of 10 > Piton 10 0.25 > Tinderbox 1
> - Little bag of sand 1 > > Mess kit 1 EP

> - Small knife 2 0.25 > > Signal Whistle


>
>
- Ink pen (quill)
- Letter from master Gwyndion
>
>
>
>
Herbs & Spices (bag worth 2sp)
Mediteransko bilje i začini
1 GP

> Snowglobe (Orb: arcane focus) 3 > > (Sol, kadulja, kopriva, ružmarin,
> > > lavanda, bršljan, lovor, neven PP

> > > majčina dušica, metvica, origano


WEIGHT CARRIED
> > > bosiljak, timjan, kamilica, smilje, stevia)
37.5 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
51 - 100 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
150 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 14.5 SUBTOTAL 7.95 SUBTOTAL 15 151 - 300 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
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> <
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> <
> <
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> <
> MAGIC ITEM: Attuned
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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Female 15 Medium 155cm (5") 45kg (100lbs)
Henrietta Makir GENDER AGE SIZE HEIGHT WEIGHT

Lawful Neutral Mystra Black Green White?


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

Born on the streets of Talam, in a land far away from


Faerun, Henrietta learned to fend on her own while ORGANIZATION
trying to provide for her family as well; her father College of Silverymoon
especially being absent due his numerous "business
trips". From a young age she loved spending time
reading and doodling, and was always somewhat of a
recluse. Once puberty hit, so did a Firebolt from her
palms, damaging on of the walls in her room.

Henrietta was sent to the Conclave of Silverymoon,


specifically the Lady's College, after she had shown
natural talent in magic. Even though it was a long
journey away, her father insistent, saying that it was
simply the best option for young Henny.

And thus, she began her apprenticeship under sir SYMBOL

Gwydion von Bredeworth, and was sent off to explore


the Moonshae isles.

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Henrietta is a black tabaxi with green eyes and, being


still a teenager, shiny luscious fur. She is wearing
simple dark green wizard robes, adorned with various
simple necklaces and bracelets, ranging from leather
to thin chains made out of cheap metal. On her hip
there is a dagger, while on her left there is a glass orb
wrapped into a piece of cloth, with the symbol of
Silverymoon embroidered on it. On her head there is
an old brown wizarding hat, her ears protruding on
the sides of it, and there is a blue jewel in the middle.
The jewel is fake. Her resting bitch face is not.
APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

Owl Tiny
Pockets
RACE SIZE HEIGHT WEIGHT

Beast Unaligned
COMPANION TYPE AGE GENDER ALIGNMENT
NAME

F
-4 STR -4 INT Temporary HP: SUCCESSES
PRO

11 +2 1
Set Max HP
STRENGTH
+1 DEX +1 WIS

-4 -1 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

3
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Talons ✔ Dex Melee (5 ft) +3 1 Slashing
5 ft,
+1
DEXTERITY >

+1 INITIATIVE
fly 60 ft
SPEED
DESCRIPTION

>
13 LEVEL USED

DIE
1
d4-1
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

-1
ATTACKS

F EX
◆ Flyby: The owl doesn't provoke opportunity attacks
8 +1 Acrobatics (Dex)
PRO

when it flies out of an enemy's reach.


+1 Animal Handling (Wis)
◆ Keen Hearing and Sight: The owl has advantage on
-4 Arcana (Int)
INTELLIGENCE Wisdom (Perception) checks that rely on hearing or sight.
-4 Athletics (Str)
-4 -2 Deception (Cha)
-4 History (Int)
2 +1 Insight (Wis)
-2 Intimidation (Cha)
WISDOM
-4 Investigation (Int)

+1 +1 Medicine (Wis)
-4 Nature (Int)
12 ● +3 Perception (Wis)
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)

-2
-4 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
● +3 Stealth (Dex)
7
+1 Survival (Wis)
SKILLS

13 PASSIVE WISDOM (PERCEPTION)

Darkvision 120 ft; Adv. on Wis (Perception) checks


using hearing/sight
SENSES

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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (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

Henrietta Makir
CHARACTER NAME SPELL SLOTS

WIZARD SPELLS Intelligence 4 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL 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
AT
WILL Shape Water 5 cu ft water; instant: move/change flow; 1h: simple shapes/change color or opacity/freeze — Trans 1a 30 ft S Instant. or 1 h X 164

1ST LEVEL

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


Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
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
Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1a Touch V,S,M 8 h (D) P 256
Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous P 257
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
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.7-beta3+210706 (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 v13.0.7-beta3+210706 (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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