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F AC DESCRIPTION
+1 STR +3 INT
PRO
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
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
+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) >
● +12 Persuasion (Cha) > Change Appearance Font of Magic < Unsettling Visage <
>
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
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)
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
Notes Page Options
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
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
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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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)