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D&D 5E Character Record Sheet

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0% found this document useful (0 votes)
27 views5 pages

D&D 5E Character Record Sheet

Uploaded by

tabletsfromryleh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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Name: Temp-Ahz Player:


14 Class: Chronurgist 11, Warlock (the Hexblade) 3
Experience: 140.000 Add: Next level: 165.000
Background: Sage
LEVEL Race: Aasimar Size: Medium Height: Weight:
Gender: M Hair: White Eyes: Skin:
Age: ??? Alignment: Chaotic Good Faith:
Jack of All Trades Skill Modifiers

Skills
(won't print)

Remarkable Athlete 0 to all Skills

Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Hide 2nd DC +1 Acrobatics (DEX) 0
Ability Save DC 0 Animal Handling (WIS) 0
+5
ABILITY MODIFIER SAVING THROW PROF.
BONUS
+8 Arcana (INT) 0
Save Modifiers
PROFICIENCY PROFICIENCY
STR
(won't print)
BONUS + BONUS +
8 -1 -1 0
8+
Int 16 Cha
8+
16 -1 Athletics (STR) 0
STRENGTH

Senses +3 Deception (CHA) 0


13 DEX +1 +1 0 Proficiency +8 History (INT) 0
DEXTERITY
10 Passive Perception 0
Bonus 0 0 Insight (WIS) 0
12 CON +1 +1 0
Darkvision 60 ft Use Dice Modifier

+3 Intimidation (CHA) 0
CONSTITUTION INSPIRATION
+3 Investigation (INT) 0
17 INT +3 +8 Limited Features 0 Medicine (WIS) 0
0 SR LR Dawn
INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +3 Nature (INT) 0
11 WIS 0 +5 Arcane Recovery (6 levels of spell slots) 1 LR X 0 Perception (WIS) 0
0

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
Chronal Shift 2 LR XX +3 Performance (CHA) 0
16 CHA +3 +3 Momentary Stasis 3 LR +3 Persuasion (CHA) 0
0
CHARISMA
Arcane Abeyance 1 SR +3 Religion (INT) 0
to all Saves: 0
Hexblade's Curse 1 SR +1 Sleight of Hand (DEX) 0
Saving Throw Advantages / Disadvantages Lesser Restoration 1 LR +1 Stealth (DEX) 0
Daylight 1 LR 0 Survival (WIS) 0
Pact of the Talisman 5 LR Tool 0
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+4 1 + 3 30 ft 20 ft
Defense Players Make All Rolls Health
AC DURING REST Set Max HP WOUNDS
13 ARMOR
BONUS Mage Armor
+

14
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 1
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV. Necrotic
HP 69 51 Heal
Radiant
DIE LIVE
3 × d8 + 1 2
MAGIC Cold
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 11 × d6 + 1 8 II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
Armor's weight (won't print): 0 lb MOD 2 HIT DICE AFTER A LONG REST. DICE
Shield's weight (won't print): 0 lb LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Attack
Mods
Actions
(won't
D D D print)
PROF ABILITY AND

Rapier ✔ Cha Melee +8 1d8+3 Piercing 0 0 Attack / Cast a Spell


Finesse 1d8 Dash / Disengage / Dodge
Above weapon's weight (won't print): 2 lb

0 0 Escape Grapple / Help / Hide


Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.2 (Colorful - A4)

Above weapon's weight (won't print): 0 lb


Overrun / Tumble (or as bonus action)
00
As 1 attack: Disarm / Grapple / Shove

Above weapon's weight (won't print): 0 lb Momentary Stasis


00

Above weapon's weight (won't print): 0 lb BONUS ACTIONS REACTIONS USED THIS ROUND
0 0 Hexblade's Curse Opportunity Attack
Chronal Shift
Above weapon's weight (won't print): 0 lb Below weapon's weight (won't print): 0 lb

00 Rebuke of the Talisman


Defensive Duelist (when hit in melee)
Weight per ammo: 0 lb Weight per ammo: 0 lb
TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Aasimar (+1 Wisdom, +2 Charisma)

IDEAL
Celestial Legacy:
I know the Light cantrip.
Once I reach 3rd level, I can cast the Lesser Restoration spell once per long rest.
Once I reach 5th level, I can cast the Daylight spell once per long rest.
BOND
Charisma is my spellcasting ability for these spells.

Choose Feature
Class Features FLAW

Chronurgist, level 11:


◆ Arcane Recovery (Wizard 1, PHB 115) [6 levels of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [5 cantrips known] Feats
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 Defensive Duelist [PHB 165]
FEAT:
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
When wielding a finesse weapon with which I am proficient and another creature hits me
◆ Chronal Shift (Chronurgy Magic 2, EGtW 184) [2× per long rest]
with a melee attack, I can use my reaction to add my proficiency bonus to my AC for that
As a reaction after I or a creature I see rolls a check, save, or attack, I can force a reroll
attack, potentially causing the attack to miss me.
I can do this after I see if the roll fails or succeeds; The target must use the second roll.
◆ Temporal Awareness (Chronurgy Magic 2, EGtW 184) FEAT:
I gain a bonus to my initiative rolls equal to my Intelligence modifier
◆ Momentary Stasis (Chronurgy Magic 6, EGtW 184) [Intelligence modifier per long rest]
As an action, I can have a Large or smaller creature I can see in 60 ft make a Con save
If failed, it is encased in a field of magical energy, incapacitated and has a speed of 0
This lasts until the end of my next turn or until the creature takes any damage
FEAT:
◆ Arcane Abeyance (Chronurgy Magic 10, EGtW 184) [1× per short rest]
When I use a spell slot to cast a 4th-level or lower spell, I can condense it into a mote
The spell is frozen in time at the moment of casting and held within a grey bead
The bead is a Tiny object with 1 HP, AC 15, and immune to poison and psychic damage
FEAT:
After 1 hour or if it is destroyed, it vanishes with a flash of light and the spell is lost
As an action, a creature holding the bead can release the spell within as if they cast it
The spell still uses my spell attack bonus and save DC; The bead vanishes once used

Warlock (the Hexblade), level 3: FEAT:


◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 4 spells known; 2× 2nd-level spell slot]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my warlock spells
I regain these spell slots on a short rest
Add Equipment
◆ Hex Warrior (the Hexblade 1, XGtE 55)
I gain proficiency with medium armor, shields, and martial weapons Equipment
When I finish a long rest, I can imbue one weapon I touch with my will
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
I have to be proficient with the weapon and it can't have the two-handed property
This benefit also works with every weapon from Pact of the Blade, with no restriction
◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute
• I add my proficiency bonus to damage rolls against the cursed target
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known]
Use the "Choose Feature" button above to add Eldritch Invocations to the third page
Whenever I gain a warlock level, I can replace an invocation I know with another
◆ Pact of the Talisman (Warlock 3, TCoE 70) [Proficiency bonus per long rest]

Background Feature
When the wearer of this amulet fails an ability check, they can add +1d4 to the roll
I can give the talisman to others to use; The talisman turns to ash when I die
Researcher
If I lose my talisman, I can preform an 1-hour ceremony to gain a replacement
ThisI ceremony
When destroys
attempt to the
learn or previous
recall amulet
a piece andif can
of lore, I do be done
not during
know that ainformation,
short or long rest
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.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
Carrying Capacity SUBTOTAL SUBTOTAL
1
Multiplier
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: (won't print): ENCUMBERED CARRYING CAPACITY
HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - STR × 5 STR × 15STR × 10 121 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 80 lb 120 lb
-10 FT SPEED -20 FT SPEED
240 lb SPEED = 5 FT
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Common DAILY PRICE: 1 gp
Celestial
GEMS AND OTHER VALUABLES:
from Sage (background) (1/2)

from Sage (background) (2/2)

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.2 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Temp-Ahz

Status Possessions

Exhaustion Magic Items


Below item's weight (won't print): 0 lb
LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
Below item's weight (won't print): 0 lb
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Below item's weight (won't print): 0 lb


Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Below item's weight (won't print): 0 lb
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away. Below item's weight (won't print): 0 lb
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Below item's weight (won't print): 0 lb
Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Dunamancy Spells (Optional Wizard 1, EGtW 186)
All dunamancy spells are added to the wizard spell list, each still pending DM's approval
◆ Cantrip Formulas (Optional Wizard 3, TCoE 76)
I have scribed arcane formulas in my spellbook with which I formulate cantrips in my mind
Whenever I finish a long rest, I can use this to change a wizard cantrip I know for another
◆ Rebuke of the Talisman (Eldritch Invocation, TCoE 71)
As a reaction when the wearer of my talisman is hit, I deal damage and push the attacker
To be able to do this, I have to see the attacker and it has to be within 30 ft of me
I deal it my Proficiency Bonus in psychic damage and push it 10 ft away from the talisman
◆ Armor of Shadows (Eldritch Invocation, PHB 110)
I can cast Mage Armor on myself at will, without using a spell slot or material components
◆ Expanded Warlock Spell List (Optional Warlock 1, UA:CFV 10)

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.2 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Temp-Ahz
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
4 5 3 3 2 1 0 0 0
OF 5

Spells to prepare: 14 0
Chronurgist Spell attack modifier: +8 0 Spellcasting ability
Spell save DC: 16 0 Intelligence

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Chill Touch Spell attack for 3d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
AT
WILL 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
AT
WILL Mind Sliver 1 crea save or 3d6 Psychic dmg and subtract 1d4 from first saving throw before my next turn ends Int Ench 1a 60 ft V 1 rnd T 108
AT
WILL On/Off Activate or deactivate 1 electornic device that has a way of doing so accessible from the outside of it — Trans 1a 60 ft V,S Instantaneous UA MM

1st Level
ME
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239
Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 min Touch V,S 8h W 186
Healing Elixir Make vial with alchemist's supplies; heals 2d4+2 HP as an action; if not used, disappears after 24 h — Conj 1 min Self V,S,Mƒ 24 h UA SS
Tasha's Hideous Laughter 1 crea with Int>4 save or fall prone, incapacitated, can't stand; save end of each turn or if taking dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P 280

2nd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Arcane Lock Entryway locked; password or designated crea opens; +10 DC break/pick lock (25gp cons.) — Abjur 1a Touch V,S,M† Till dispelled P 215
Blur Enemies have dis. on attacks vs. me; no effect against crea without vision or immune to illus. — Illus 1a Self V Conc, 1 min P 219
Borrowed Knowledge Gain proficiency with one skill; ends early if cast again (25gp) — Div 1a Self V,S,Mƒ 1 hour SC 37
Fortune's Favor 1+1/SL crea once roll extra d20 and select which to use for atk, check, save, or atk vs. it (100gp cons.) — Div 1 min Touch V,S,M† 1 h W 186
Mental Barrier I have Psychic damage resistance and adv. on Int, Wis, and Cha saves until the start of my next turn — Abjur 1 rea Self V 1 rnd UA FRn
Shadow Blade Sword 2d8 Psychic dmg, finesse, light, thrown (20/60 ft), adv. if target in dim/dark; +1d8 at SL3/5/7 — Illus 1 bns Self V,S Conc, 1 min X 164
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
Tasha's Mind Whip 1+1/SL crea, max 30 ft apart; 3d6 Psychic dmg; no rea; only move, act, or bns; save half, no act limit Int Ench 1a 90 ft V 1 rnd T 115

3rd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Counterspell Stop a spell being cast; if above SL of this spell, make DC 10+SL Intelligence check (+3) — Abjur 1 rea 60 ft S Instantaneous P 228
Sending Send a 25 word message to a familiar creature; it recognizes me and can respond with 25 words — Evoc 1a Unlimited V,S,M 1 rnd P 274
Slow 6 crea in 40-ft cube save or half spd, -2 AC, -2 Dex saves, no rea, only 1 a or bns a, 1 atk; see book Wis Trans 1a 120 ft V,S,M Conc, 1 min P 277

4th Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
Locate Creature Learn direction to closest named or described kind or specific creature within 1000 ft; see book — Div 1a Self V,S,M Conc, 1 h P 256

5th Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Temporal Shunt Cast if see atk/cast, 1+1/SL crea, each max 30 ft apart, save or vanish until next turn, atk/cast wasted Wis Trans 1 rea 120 ft V,S 1 rnd W 189

6th Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Gravity Fissure 100-ft long 5-ft wide all 8d6+1d6/SL Force dmg, save half; all in 10 ft of line save or dmg & pull to it Con Evoc 1a S:100ft line V,S,M Instantaneous W 187

Warlock Spells Spell attack modifier: +8 0 Spellcasting ability


Spell save DC: 16 0 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Booming Blade Melee wea atk with cast; if hit: 2d8 Thunder dmg and if moves next round +3d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Chill Touch Spell attack for 3d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Armor of Agathys 5+5/SL temp HP; as long as temp HP last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1h P 215
AT
WILL Mage Armor If I'm not wearing armor, I gain AC 13 + Dex modifier for the duration; spell ends if I don armor — Abjur 1a Self V,S 8 h (D) P 256
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

2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
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
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.2 (Colorful - A4); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Aasimar Spells Spell attack modifier: +8 0 Spellcasting ability
Spell save DC: 16 0 Charisma

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255

2nd Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255

3rd Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR Daylight 60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of SL 4+ works in it — Evoc 1a 60 ft V,S 1h P 230
Delay - 3rd Level
Instant Break - 5th level 6 creatures in 30ft sphere to use hit dice

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.2 (Colorful - A4); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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