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9 Divine Soul 6, Warlock (the Hexblade) 3


Sorlock the Scholarly
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Cloistered Scholar Changeling 50,000 Add: 64,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+1 STR +3 INT
PRO

14 Armor Scale Mail

78 +4 19
Set Max HP
STRENGTH +3 DEX +2 WIS
2 Shield Buckler

+1 ● +6 CON
RESISTANCES
● +12 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

1 Magic medium armor master


12 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


6 d6+2
30 ft 20 ABILITY
SAVE DC
CHARISMA

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

14 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +7 Arcana (Int) > Unsettling Visage 1 SR
INTELLIGENCE +1 Athletics (Str) > Favored by the Gods 1 SR LANGUAGES TOOLS & OTHERS

+3
● +12 Deception (Cha) > Font of Magic (Sorcery points) 6 SR Common Hitachi Magic Wand
● +7 History (Int) > Hexblade's Curse 1 SR Abyssal
● +6 Insight (Wis) Lucky (attack/check/save) 3 LR Infernal
16
>
● +12 Intimidation (Cha) > Draconic
+3 Investigation (Int) > Orcish
WISDOM
+2 Medicine (Wis) >

+2 +3 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis)
15 +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +12 Persuasion (Cha) > Change Appearance Font of Magic < Unsettling Visage <

CHARISMA ● +7 Religion (Int) > Hexblade's Curse < <

+8 +3 Sleight of Hand (Dex) > Quickened Spell < <

+3 Stealth (Dex) [disadv.] > < <

+2 Survival (Wis) > < <


26 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Hand Crossbow ✔ Dex 30/120 ft +7 1d6+3 Piercing


>
Ammunition, light, loading
DESCRIPTION

Dagger ✔ Dex Melee, 20/60 ft +7 1d4+3 Piercing


>
Finesse, light, thrown
SENSES Rapier ✔ Dex Melee +7 1d8+3 Piercing
>
Finesse
NAME TOTAL NAME TOTAL
Bolts Agonizing Blast ✔ Cha 120 ft +12 2×1d10+8 Force
>
Reload Reload Each d10 is a separate beam requiring separate rolls (PHB 237)

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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Divine Soul, level 6:
◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 7 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus
◆ Divine Magic: Good (Divine Soul 1, XGtE 50)
When I select my 1st level or higher spells, I can also pick spells from the cleric spell list PERSONALITY TRAITS
I also learn Cure Wounds, which doesn't count against my number of spells known
These count as sorcerer spells for me; I can only replace the bonus spell with a cleric spell
◆ Favored by the Gods (Divine Soul 1, XGtE 50) [1× per short rest]
If I fail a saving throw or miss with an attack roll, I can add 2d4 to the total
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery points, 6× per long rest] IDEALS
As a bonus action, I can use sorcery points to create spell slots and vice versa
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 at the following rate:
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
BONDS
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
Use the "Choose Features" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
◆ Empowered Healing (Divine Soul 6, XGtE 50) [1 sorcery point]
Once per turn, when I or an ally in 5 ft roll dice to healing with a spell, I can reroll dice
FLAWS
By spending 1 sorcery point; I can reroll any number of those dice for that spell once

Warlock (the Hexblade), level 3:


◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 4 spells known] Feature Name: Library Access
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I have free access to most of the library I work at, though it might
I can use an arcane focus as a spellcasting focus
have repositories of lore that are too valuable, magical, or secret to
I regain these spell slots on a short rest
permit anyone immediate access. I have a working knowledge of my
◆ Hex Warrior (the Hexblade 1, XGtE 55)
cloister's personnel and bureaucracy, and I know how to navigate
I gain proficiency with medium armor, shields, and martial weapons
those connections. I am likely to gain preferential treatment at other
When I finish a long rest, I can imbue one weapon I touch with my will
libraries.
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity
BACKGROUND FEATURE
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] Changeling (+2 Charisma, and +1 Dexterity or +1 Intelligence)
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute Change Appearance: As an action, I can polymorph to or from a
• I add my proficiency bonus to damage rolls against the cursed target humanoid form of my size I have seen, not changing my equipment.
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20 I revert back if I die and have adv. on Deception.
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod Unsettling Visage: As a reaction once per short rest when I'm
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated attacked by a seen attacker, I can impose disadv. Doing this reveals
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known] my shapeshifting nature to all within 30 ft.
Use the "Choose Features" button above to add Eldritch Invocations to the third page Divergent Persona: I have proficiency with one tool, and an alternate
Whenever I gain a warlock level, I can replace an invocation I know with another persona. While in the alternate form, my proficiency bonus with that
◆ Pact Boon (Warlock 3, PHB 107) tool is doubled.
Choose a Pact Boon (Blade, Chain, or Tome) using the "Choose Feature" button above
CLASS FEATURES RACIAL TRAITS

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
61 - 120 lb
> > >
HEAVILY ENCUMBERED
> > >
121 - 180 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 181 - 360 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points]
If the spell has a casting time of 1 action, I can cast it as a bonus action > FEAT: Lucky PHB, page 167
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1] Use one of three luck points to roll an extra d20 for attacking,
If spell/cantrip has a target of one and not self, I can aim it at second target within range being attacked, an ability check, or a saving throw before the
◆ Agonizing Blast (Eldritch Invocation, PHB 110) outcome is determined. If more than one creature uses luck, no
I can add my Charisma modifier to the damage of my Eldritch Blast cantrip extra dice are rolled. I regain expended luck points when I finish
a long rest.

> 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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Sorlock the Scholarly
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Sorlock the Scholarly OF 5


SPELL SLOTS
CHARACTER NAME

DIVINE SOUL SPELLS Charisma +12 DC 20


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Control Flames Nonmagical flame up to 5 cu ft; instant: expand/exinguish, 1h: brighten/dim/color/create shapes — Trans 1a 60 ft S Instant. or 1 h X 152
> Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 — 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
> Spare the Dying 1 living creature with 0 current hp becomes stable — Necro 1a Touch V,S Instantaneous P 277
> Thaumaturgy Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc. — Trans 1a 30 ft V 1 min (D) P 282

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
> 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
> Charm Person 1+1/SL humanoids in 15-ft rad save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
> Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
> Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
> Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
> Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you — Abjur 1 rea Self V,S 1 rnd P 275

WARLOCK SPELLS Charisma +12 DC 20


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Create Bonfire 5-ft cube all crea at casting or entering save or 1d8 Fire dmg; ignites flammable; +1d8 at CL 5/11/17 Dex Conj 1a 60 ft V,S Conc, 1 min X 152
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Arms of Hadar 2d6+1d6/SL Necrotic dmg; save halves; on failed save no reactions until next turn Str Conj 1a 10-ft rad V,S Instantaneous P 215
> 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 U 3
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> 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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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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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