MorePurpleMoreBetter's D&D 5th edition Character Record ...
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Transcript of MorePurpleMoreBetter's D&D 5th edition Character Record ...
Skills
I
II
III III
II
I
Combat
Abilities
STR
DEX
CON
IINTELLIGENCE
NT
WIS
CHA
ABILITY MODIFIER SAVING THROW PROF.BONUS
WISDOM
STRENGTH
DEXTERITY
CONSTITUTION
CHARISMA
LEVEL
MAX HIT POINTS
HPCURRENT
7Leech ODWarlock (the Celestial)
23.000 34.000Mercenary Veteran
Elf, Dark (Drow) Medium 6'2 120Male Silver Red Obsidian
340 Lawful Neutral
8 -1 -1
16 +3 +3
14 +2 +2
13 +1 +1
10 0 +3
16 +3 +6
Magic can't put me to sleep; Adv. on saves vs. charmed
PROFICIENCYBONUS +
8 +
Cha 14
13Darkvision 120 ft; Sunlight Sensitivity
+3
Faerie Fire 1 LRDarkness 1 LRHealing Light 8d6 LR
Acrobatics (DEX)
Animal Handling (WIS)
Arcana (INT)
Athletics (STR)
Deception (CHA)
History (INT)
Insight (WIS)
Intimidation (CHA)
Investigation (INT)
Medicine (WIS)
Nature (INT)
Perception (WIS)
Performance (CHA)
Persuasion (CHA)
Religion (INT)
Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)
+3
0
+1
+2
+6
+1
0
+3
+1
0
+1
+3
+6
+6
+1
+3
+3
0
Tool
+3 3 30 ft 20 ft
1613 Mage Armor
3 2
Radiant
527 d8 2
PROF ABILITY
1Rapier ✔ Dex Melee +6 1d8+3 PiercingFinesse
Agonizing Blast ✔ Cha 120 ft +6 2×1d10+3 ForceEach d10 is a separate beam requiring separate rolls (PHB 237)
Hand Crossbow ✔ Dex 30/120 ft +6 1d6+3 PiercingAmmunition, light, loading
Sacred Flame ✔ Cha 60 ft DC 14 2d8+3 RadiantDex save, no bonus from cover, success - no damage; 1 creature (PHB 272)
Bolts
Attack / Cast a SpellDash / Disengage / Dodge
Escape Grapple / Help / HideReady / Search / Use ObjectOverrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove
Faerie Fire
Darkness
Have familiar attack (part of my Attack action)
Familiar (dismiss/reappear)
Use familiar's sensesHunger of HadarHex
Fly
Invisibility
Cure Wounds
Healing Light Opportunity Attack
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Background
ARMOR:
WEAPONS:
Features
Proficiencies
Feats
Equipment
Drow (+2 Dexterity, +1 Charisma) Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. This gives the same benefit as a human gets from 8 hours of sleep (long rest only 4 hours). Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when I or what I am trying to attack/perceive is in direct sunlight. Drow Magic: 1st level: Dancing Lights cantrip; 3rd level: Faerie Fire; 5th level: Darkness. Both spells can be used once per long rest. Charisma is my spellcasting ability for these.
Warlock (the Celestial), level 7: Pact Magic (Warlock 1, PHB 107) [3 cantrips & 8 spells known]
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 I regain these spell slots on a short rest Bonus Cantrips (the Celestial 1, XGtE 54)
I learn the Light and Sacred Flame cantrips, not counting for the number I can know Healing Light (the Celestial 1, XGtE 54) [8d6 per long rest]
As a bonus action, I can heal a creature I can see within 60 ft by expending dice I can expend up to my Charisma modifier (min 1) of dice from my pool at a time The target heals HP equal to the roll of the dice; I regain all expended dice on a long rest Eldritch Invocations (Warlock 2, PHB 107) [4 invocations known]
Use the "Choose Features" 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 Chain (Warlock 3, PHB 107)
I can cast Find Familiar as a ritual (PHB 240); Also Imp/Pseudodragon/Quasit/Sprite When taking the attack action, I can forgo 1 attack to have my familiar attack instead It makes this 1 attack by using its reaction Radiant Soul (the Celestial 6, XGtE 55)
I add my Cha modifier once to the fire or radiant damage of cantrips and spells I cast This bonus only applies to one damage roll; Also, I have resistance to radiant damage Agonizing Blast (Eldritch Invocation, PHB 110)
I can add my Charisma modifier to the damage of my Eldritch Blast cantrip Armor of Shadows (Eldritch Invocation, PHB 110)
I can cast Mage Armor on myself at will, without spell slots or material comp. (AC13+Dex, Last 8 hours) Voice of the Chain Master (Eldritch Invocation, PHB 111)
While on the same plane as my familiar, I can communicate telepathically with it Also, I can perceive through its senses and have it speak with my voice while doing so
Mercenary LifeI know the mercenary life well. I am able to identify mercenary company emblems, and I know a little about any such company, including the leaders, reputation, and who hired them recently. I can find the locales where mercenaries abide anywhere, as long as I speak the language. My mercenary work between adventures affords me a comfortable lifestyle.
Hand Crossbow, Rapier, Shortsword
CommonElvish
Dice SetVehicles (land)
LBSLBS
ATTUNED MAGICAL ITEMS (MAX 3)
41 - 80 lb
81 - 120 lb
121 - 240 lb
5 10 15 - 30
Modest1 gp
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10 FT SPEED 20 FT SPEED 5 FT
CHARACTER:
Exhaustion Magic Items
MAGIC ITEM:LEVEL EFFECT (CUMULATIVE) ATTUNED
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
6 DeathMAGIC ITEM: ATTUNED
Conditions
BlindedFail checks involving sight. Attacks have disadvantage. Enemy attacks have advantage.
CharmedCan’t harm/attack charmer. Charmer has advantage on ability checks to interact socially.
DeafenedFail checks involving hearing.
FrightenedDisadvantage to checks/attacks while source of fear is in sight. Can’t willingly move closer to the source of fear.
GrappledSpeed drops to 0, regardless of any bonus.
IncapacitatedCan’t take actions or reactions.
InvisibleCan’t be seen, but noise and tracks. Attacks have advantage, enemy attacks disadvantage.
ParalyzedIncapacitated. Can’t move or speak. Fail Str and Dex saving throws. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PetrifiedIncapacitated. Can’t move or speak. Unaware of surroundings. Resistance to all damage. Immune to poison/disease. Fail Str and Dex saving throws. Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
PoisonedDisadvantage on attack rolls and ability checks.
ProneCrawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage. Enemy attacks have advantage within 5 ft and disadvantage if further away.
RestrainedSpeed 0, regardless of bonus. Disadvantage on Dex saving throws. Attacks have disadvantage. Enemy attacks have advantage.
StunnedIncapacitated. Can’t move. Can speak only falteringly. Fail Str and Dex saving throws. Enemy attacks have advantage.
UnconsciousIncapacitated. Can’t move or speak. Unaware of surroundings. Drop everything. Fail Str and Dex saving throws. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
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Status Possessions
GEAR # #
TOTAL WEIGHT
Other Holdings
TOTAL WEIGHT
GEAR
Notes
Leech
Agonizing Blast (Eldritch Invocation, PHB 110)
I can add my Charisma modifier to the damage of my Eldritch Blast cantrip Armor of Shadows (Eldritch Invocation, PHB 110)
I can cast Mage Armor on myself at will, without spell slots or material comp. (PHB 256) Voice of the Chain Master (Eldritch Invocation, PHB 111)
While on the same plane as my familiar, I can communicate telepathically with it Also, I can perceive through its senses and have it speak with my voice while doing so Eyes of the Rune Keeper (Eldritch Invocation, PHB 111)
I can read all writing
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Extra EquipmentLBS LBS
Background
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× +
I DC10
II
III III
II
I
SPEED
DIE CON USEDLEVEL
Familiar
STR
DEX
CON
IINTELLIGENCE
NT
WIS
CHA
ABILITY MODIFIER SAVING THROW PROF.BONUS
WISDOM
STRENGTH
DEXTERITY
CONSTITUTION
CHARISMA
MAX HIT POINTS
HPCURRENT
OdieImp Tiny Fiend (devil)
Lawful Evil
6 -2 -2
17 +3 +3
13 +1 +1
11 0 0
12 +1 +1
14 +2 +2
+3 Acrobatics
+1 AnimalHandling
0 Arcana
-2 Athletics
+4 Deception
0 History
+3 Insight
+2 Intimidation
0 Investigation
+1 Medicine
0 Nature
+1 Perception
+2 Performance
+4 Persuasion
0 Religion
+3 Sleight ofHand
+5 Stealth
+1 Survival
1PROF ABILITY
Sting (Bite in Beast Form) ✔ Dex Melee (5 ft) +5 1d4+3 PiercingTarget also takes 3d6 poison damage, half on a DC 11 Constitution saving throw
+3 3 20 ft, fly 40 ft
1310
3 d4 111
Darkvision 120 ft; Devil's Sight (Magical darkness doesn't impede the imp's Darkvision)
Damage Resistances: cold; bludgeoning, piercing, and slashing from
nonmagical/nonsilver weapons. Damage Immunities: fire, poison. Condition Immunities: poisoned. Languages: Infernal, Common. Pact of the Chain: If dropped to 0 HP, the familiar disappears, leaving
behind no physical form. It must obey all commands of the master
+2
Invisibility: As an action, the imp magically turns invisible until it attacks, or until its
concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. Shapechanger: The imp can use its action to polymorph into a beast form that resembles a
rat (speed 20 ft), a raven (20 ft, fly 60 ft), or a spider (20 ft, climb 20 ft), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Magic Resistance: The imp has advantage on saving throws against spells and other magical
effects.
Pact of the Chain (variant of the Find Familiar 1st-level conjuration [ritual] spell, PHB 240): • Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, weasel, or one of the special forms: imp, pseudodragon, quasit, or sprite. It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend When the familiar drops to 0 hit points, it disappears, leaving behind no physical form It reappears when I cast this spell again (in a new form if so desired)
• The familiar acts independently of me, but it always obeys my commands In combat, it rolls its own initiative and acts on its own turn, but it can't attack on its turn
• While it is within 100 ft of me, I can communicate with it telepathically • With my Attack action, I can forgo one attacks to have the familiar make one with its reaction • As an action, I see/hear what it does (but not with my senses) until the start of my next turn • As an action, I can temporarily dismiss it, having it disappears into a pocket dimension • As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft • I can't have more than one familiar bonded at a time; as an action, I can dismiss it forever • When I cast a spell with a range of touch, my familiar can deliver the spell It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it It acts as if it cast the spells, but it can use my modifiers for any attack rolls the spell requires
Notes
Companion's AppearanceM
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EQUIPMENT # EQUIPMENT #
TOTAL WEIGHT TOTAL WEIGHT
Equipment
LBS LBS
Leech
Spell Slots
1ST LEVEL 2ND LEVEL 9TH LEVEL3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL
Drow Spells Spell attack modifier: +6Spell save DC: 14
Spellcasting ability
Charisma
Warlock Spells Spell attack modifier: +6Spell save DC: 14
Spellcasting ability
Charisma
Cantrips (0 Level)
1st Level
2nd Level
Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
KN AT WILLAT WILL Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1 a 120 ft V,S,M Conc, 1 min P 230
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1×LR1×LR Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1 a 60 ft V Conc, 1 min P 239
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1×LR1×LR Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works — Evoc 1 a 60 ft V,M Conc, 10 min P 230
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1 a 120 ft V,S Instantaneous P 237
Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1 a Touch V,M 1 h (D) P 255
Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1 a 30 ft V,S 1 min (D) P 256
Poison Spray 1 creature save or 1d12 Poison dmg; +1d12 at CL 5, 11, and 17 Con Conj 1 a 10 ft V,S Instantaneous P 266
Sacred Flame 1 creature save or 1d8 Radiant dmg; no bonus for cover on save; +1d8 at CL 5, 11, and 17 Dex Evoc 1 a 60 ft V,S Instantaneous P 272
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1 a Touch V,S Instantaneous P 230
(R) Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1 h 10 ft V,S,M† Instantaneous P 240
Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251AT WILLAT WILL Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1 a Touch V,S,M 8 h (D) P 256
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Flaming Sphere 2.5-ft rad flaming sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Fire dmg; save halves Dex Conj 1 a 60 ft V,S,M Conc, 1 min P 242
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1 a Touch V,S,M Conc, 1 h P 254
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Counterspell Stop a spell being cast; make DC 10+SL spellcasting ability check if above the spell slot lvl used — Abjur 1 rea 60 ft S Instantaneous P 228
Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1 a Touch V,S,M Conc, 10 min P 243
Hunger of Hadar 20-ft rad blinds all while in; all start turn in 2d6 Cold dmg; all end turn in save or 2d6 Acid dmg Dex Conj 1 a 150 ft V,S,M Conc, 1 min P 251
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1 a 30 ft V,S Instantaneous P 219
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4); Spell Sheet 1/1