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12 Warlock (the Hexblade) DM


Duran
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LEVEL & CLASS PLAYER NAME
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Far Traveler Vampire 100,000 Add: 120,000


BACKGROUND Fugitive RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +4 STR +2 INT 0
PRO

14 Armor Breastplate 20 lb

132 +4 16
Set Max HP
STRENGTH 0 +4 DEX +7 WIS 0
Shield 0 lb
+4 0 +3 CON
RESISTANCES
+7 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
Necrotic
18 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
Advantage on saves vs. spells cast +4 ARMOR

+4 within 5 ft CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Show 2nd DC
12 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 15 ABILITY
SAVE DC
CHARISMA

+3
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) 0 Light Medium Shields

PRO
Heavy
PRO

16 +3 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+2 Arcana (Int) 0 > Hexblade's Curse 1 SR
INTELLIGENCE +4 Athletics (Str) 0 > Cloak of Flies 1 SR LANGUAGES TOOLS & OTHERS

+2
+7 Deception (Cha) 0 > Combat Superiority (d6) 1 SR Common Gaming set or musical instrument

+2 History (Int) 0 > Vampire


+7 Insight (Wis) 0 +1 from Far Traveler
14
>
+7 Intimidation (Cha) 0 >
+6 Investigation (Int) 0 >
WISDOM
+3 Medicine (Wis) 0 >

+3 +2 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


+7 Perception (Wis) 0
16 +3 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) 0 > Pact of the Blade Hexblade's Curse < Blade Mastery Parrying Stance <

CHARISMA +2 Religion (Int) 0 > Burning Hex < Melee weapon attack (if spell cast in 5 ft) <

+3 +4 Sleight of Hand (Dex)0 > Chilling Hex < <

+4 Stealth (Dex) 0 > Cloak of Flies (start/stop) < <

+3 Survival (Wis) 0 > < <


16
Tool 0 > < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

17 PASSIVE WISDOM (PERCEPTION) 0 Blood Thirst Str Melee +8 1d6 Necrotic 0 0


>
+1 piercing damage; Reduces max HP by the necrotic damage, while healing me for the same 1d6
DESCRIPTION Above weapon's weight: 0 lb
Darkvision 60 ft
Longsword +2 Str Melee +13 1d8+8 Slashing 2 2
>
Versatile (1d10); Advantage on opportunity attacks 1d8
Above weapon's weight: 3 lb
SENSES 0 0
>
Weight per ammo: 0 lb Weight per ammo: 0 lb
NAME TOTAL NAME TOTAL Above weapon's weight: 0 lb
0 0
>
Reload Reload
Above weapon's weight: 0 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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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Warlock (the Hexblade), level 12:
Pact Magic (Warlock 1, PHB 107) [4 cantrips & 11 spells known] I have a strong code of honor or sense of propriety that others
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability don't comprehend.
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
Hex Warrior (the Hexblade 1, UA:WnW 1) PERSONALITY TRAITS
I gain proficiency with medium armor, shields, and martial weapons
With one-handed melee weapons I can use Charisma instead of Strength or Dexterity Cunning: Though I may not know their ways, neither do they
Hexblade's Curse (the Hexblade 1, UA:WnW 1) [1 per short rest] know mine, which can be to my advantage. (Evil)
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 IDEALS
- 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 Though I had no choice, I lament having to leave my loved one
Eldritch Invocations (Warlock 2, PHB 107) [6 invocations known] (s) behind. I hope to see them again one day.
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
BONDS
Pact of the Blade (Warlock 3, PHB 107)
As an action, I can create a pact weapon in my empty hand; I'm proficient in its use
I consider the adherents of other gods to be deluded innocents
I can choose the type of melee weapon every time I create it, and it has those statistics
at best, or ignorant fools at worst.
The weapon disappears if it is more than 5 ft away from me for 1 minute
The weapon counts as magical; I can transform a magic weapon into my pact weapon
FLAWS
This occurs over an hour-long ritual that I can perform during a short rest
I can use an action to re-summon it in any form and can dismiss it as no action
Shadow Hound (the Hexblade 6, UA:WnW 1)
My shadow becomes a hound of pure darkness; Truesight reveals its nature Feature Name: All Eyes on You
As a bonus action, I can have it slip into the shadow of another I can see within 60 ft
My accent, mannerisms, figures of speech all mark me as foreign.
I know the distance/direction to the target; I ignore 1/2, 3/4 cover of the target
Curious glances are directed my way wherever I go. A nuisance, but I
My shadow returns to me if I use a bonus action to do so, I become incapacitated,
also gain the friendly interest of the curious. I can parley this
a spell is used to stop it, or if one of us moves to another plane of existence
attention into access I might not otherwise have, for me and my
Armor of Hexes (the Hexblade 10, UA:WnW 2)
companions. Nobles, scholars, merchants, and guilds, might be
Targets affected by my hexblade's curse have a 50% of missing me with any attack roll
among the interested.
Mystic Arcanum (Warlock 11, PHB 108) [6th level]
BACKGROUND FEATURE
I can choose one spell from the warlock spell list of each level mentioned above
I can cast these spells each once per long rest without needing to use a spell slot
Vampire (+1 Intelligence, +2 Charisma)
Blood Thirst: I can drain blood and life energy with a melee attack
from a willing creature, or one that is grappled by me, incapacitated,
or restrained.
A humanoid killed in this way becomes a null. Otherwise, a target's
max HP reduction lasts until it finishes a long rest.

CLASS FEATURES RACIAL TRAITS

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


CP
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> > > SP
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EP
> > >
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> > > GP
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PP
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WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
91 - 180 lb Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
181 - 270 lb
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL SUBTOTAL SUBTOTAL 271 - 540 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Grasp of Hadar (Eldritch Invocation, UA:RCO 6)
When my Eldritch Blast hits a creature once or more, I can move it 10 ft closer to me > FEAT: Blade Mastery (UA:F, page 2)
Burning Hex (Eldritch Invocation, UA:WnW 3) With a shortsword, longsword, greatsword, scimitar, or rapier, I
As a bonus action, I can cause a target affected by my hexblade's curse to take damage get +1 to hit, advantage on opportunity attacks, and with the
It immediately takes fire damage equal to my Charisma modifier (min 1) weapon in hand I can use my reaction to assume a parrying
Armor of Shadows (Eldritch Invocation, PHB 110) stance that gives me +1 AC until the start of my next turn.
I can cast Mage Armor on myself at will, without spell slots or material comp. (PHB 256)
Ascendant Step (Eldritch Invocation, PHB 110)
I can cast Levitate on myself at will, without spell slots or material comp. (PHB 255) > FEAT: Mage Slayer (PHB, page 168)
Chilling Hex (Eldritch Invocation, UA:WnW 3) As a reaction, I can make a melee weapon attack on a creature
As a bonus action, I can swirl frost around a target affected by my hexblade's curse within 5 ft of me that casts a spell. Concentration checks from
All creatures within 5 ft of the target take cold damage equal to my Cha modifier (min 1) damage from me are made with disadvantage. I have advantage
Cloak of Flies (Eldritch Invocation, UA:RCO 5) [1 per short rest] on saving throws against spells cast by creatures within 5 feet of
As a bonus action, I can surround myself and a 5-ft radius with a magical aura of flies me.
It lasts until I'm incapacitated or dismiss it as a bonus action; Total cover block the aura
The aura grants me adv. on Cha (Intimidation), but disadv. on all other Cha checks > FEAT: Martial Adept (PHB, page 168)
Creatures starting their turn in the aura take my Cha mod (min 0) in poison damage
I learn two maneuvers of my choice from those available to the
Battle Master archetype. The saving throw DC for this is 16 (8 +
proficiency bonus + Str/Dex mod). I gain one superiority die
(d6), which I regain when I finish a short rest.

> FEAT: Menacing (UA:FS, page 2)


I gain expertise with Intimidation, or proficiency if not so already.
Instead of 1 attack in my Attack action, a humanoid within 30 ft I
can see and that can see and hear me must make its Insight vs.
my Intimidation or be frightened until end of my next turn. [+1
Cha]
FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Duran
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 0 Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
0 DEX WIS 0
0 CON CHA 0 ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

DEXTERITY
0 0 0
>

DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
>
LEVEL USED
0 lb

0 0
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
0
PRO

Acrobatics (Dex)

0
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int) 0
Athletics (Str) 0
Deception (Cha) 0
History (Int) 0
Insight (Wis) 0
Intimidation (Cha) 0
WISDOM Investigation (Int) 0
Medicine (Wis) 0
Nature (Int) 0
Perception (Wis) 0
Performance (Cha) 0
CHARISMA Persuasion (Cha) 0
Religion (Int) 0 FEATURES TRAITS
Sleight of Hand (Dex)0
Stealth (Dex) 0
Survival (Wis) 0
SKILLS

PASSIVE WISDOM (PERCEPTION) 0

SENSES

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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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 v12.995 (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

Duran
0 0 0 0 3 SLOTS
SPELL 0 0 0 0
CHARACTER NAME

WARLOCK SPELLS Charisma +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; if hit, it 0d8, if it moves next rnd it 1d8 Thunder dmg; +1d8 at CL5, 11, & 17 Evoc 1a 5 ft V,M Instantaneous S 142
> 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
> Green-Flame Blade Melee wea atk with cast; if hit, it 0d8, crea in 5 ft 0d8+spell mod Fire dmg; +1d8 at CL 5, 11, and 17 Evoc 1a 5 ft V,M Instantaneous S 143
> Sword Burst All crea in range save or 1d6 Force damage; +1d6 at CL 5, 11, and 17 Dex Conj 1a 5 ft V Instantaneous S 143

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 1 h P 215
> 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 251
> Witch Bolt Spell attack 1d12+1d12/SL Lightning dmg; 1 a, if consecutive, for dmg again; ends if out of range Evoc 1a 30 ft V,S,M Conc, 1 min P 289
> 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

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Branding Smite Next melee hit +2d6+1d6/SL Radiant dmg; invisible target becomes visible for spell duration Evoc 1 bns Self V Conc, 1 min P 219
> Cloud of Daggers 5-ft cube 4d4+2d4/SL Slashing dmg to all that enter or start turn in area Conj 1a 60 ft V,S,M Conc, 1 min P 222
> Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works Evoc 1a 60 ft V,M Conc, 10 min P 230
> Misty Step You teleport 30 feet to a unoccupied space you can see Conj 1 bns Self V Instantaneous P 260

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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 1a 150 ft V,S,M Conc, 1 min P 251
> Vampiric Touch Spell attack each turn as 1 a for 3d6+1d6/SL Necrotic dmg; you heal half the damage dealt Necro 1a Self V,S Conc, 1 min P 285

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Staggering Smite Next melee weapon hit +4d6 Psychic dmg and save or dis. on atks/chks, no rea, until end next turn Wis Evoc 1 bns Self V Conc, 1 min P 278

6TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1
LR Create Undead Turn corpses into 3+1/SL ghoul a.o.; control 24h; bns a command 120 ft; see B (150gp/corpse cons.) Necro 1 min 10 ft V,S,M Instantaneous P 229
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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

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 cant 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 anybodys 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 hostiles space once by winning opposing Cant 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 doesnt 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) Cant 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 grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant 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. Cant 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. Cant 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 Cant 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 speed) or stand up (costs 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 cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant 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. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant 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. opponents 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 doesnt 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. Cant 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 nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures 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 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 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 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 creatures 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 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 v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com