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2 Fighter Reilly
Garurt
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Outlander Lizardfolk 300 Add: 900


BACKGROUND Exile or outcast RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+5 STR +1 INT
PRO

Armor

26 +2
Set Max HP
STRENGTH +2 DEX +2 WIS
Shield

+3 +5 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
16 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

15 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
2 d10+3 20 ft 20 ft swim
ABILITY
30 ft SAVE DC
CONSTITUTION FAILURES
SAVING THROWS 30 ft swim
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) Light Medium Heavy Shields

PRO

PRO

17 +4 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) > Cunning Artisan 1 SR
INTELLIGENCE +5 Athletics (Str) > Hungry Jaws 1 SR LANGUAGES TOOLS & OTHERS

+1
-1 Deception (Cha) > Second Wind (1d10+2) 1 SR Common Bongos
+1 History (Int) > Action Surge 1 SR Draconic
+4 Insight (Wis) Bullywug
13
>

-1 Intimidation (Cha) >

+1 Investigation (Int) >


WISDOM
+2 Medicine (Wis) >

+2 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES



+2 Perception (Wis)
15 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > Hungry Jaws < <

CHARISMA +1 Religion (Int) > Second Wind < <

-1 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

+4 Survival (Wis) > < <


8 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Bite Str Melee +5 1d6+3 Piercing


>

DESCRIPTION

>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (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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Fighter, level 2:
Great Weapon Fighting Style (Fighter 1, PHB 72) I'm always picking things up, absently fiddling with them, and
Reroll 1 or 2 on damage if wielding two-handed/versatile melee weapon in both hands sometimes accidentally breaking them.
Second Wind (Fighter 1, PHB 72) [1d10+2, 1 per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
Action Surge (Fighter 2, PHB 72) [1 per short rest] PERSONALITY TRAITS
I can take one additional action on my turn on top of my normally allowed actions
Change: Life is like the seasons, in constant change, and we
must change with it. (Chaotic)

IDEALS

I will bring terrible wrath down on the evildoers who destroyed


my homeland.

BONDS

Don't expect me to save those who can't save themselves. It is


nature's way that the strong thrive and the weak perish.

FLAWS

Feature Name: Wanderer

I have an excellent memory for maps and geography, and I can


always recall the general layout of terrain, settlements, and other
features around me. In addition, I can find food and fresh water for
myself and up to five other people each day, provided that the land
offers berries, small game, water, and so forth.

BACKGROUND FEATURE

Lizardfolk (+2 Constitution, +1 Wisdom) Bite: I can use my fanged


maw to make unarmed strikes dealing 1d6 piercing damage.
Cunning Artisan: As part of a short rest I can harvest parts of a slain
creature to make a shield, club, javelin, or 1d4 darts/blowgun
needles. This requires a suitable corpse and appropriate tools.
Hold Breath: I can hold my breath for up to 15 minutes at a time.
Natural Armor: I have an AC of 13 + Dexterity modifier + shield.
Hungry Jaws: As a bonus action, once per short rest, I can make a
special bite attack and if it hits I gain temporary HP equal to my Con
modifier (min 1).
CLASS FEATURES RACIAL TRAITS

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
81 - 160 lb
> > >
HEAVILY ENCUMBERED
> > >
161 - 240 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Male 21 Medium 6'1" 218 lbs.
Garurt
GENDER AGE SIZE HEIGHT WEIGHT

neutral Semuanya none yellow dark green


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Hatched into life in the the Scaly Death Tribe, Garurt was raised in the way of the warrior. He was a talented
hunter and the son of one of the tribe's most esteemed fighters. Garurt favored the axe (the word 'garurt'
means 'axe' in Draconic), and he excelled at navigating the Mere of Dead Men's watery environment. He was
raised to revere both the god Semuanya and his servant, the black dragon Voraghamanthar. However, one day
he and his hunting group were attacked by a vicious froghemoth. They survived only when saved by a group
of humanoid adventurers. In awe, Garurt led them back to the village, but to his dismay, watched as the
adventurers killed his people and looted his village. Once the humanoids had been driven out, Garurt was
exiled from the Mere of Dead Men for his foolishness.
Garurt sought refuge in the fabled human city of Neverwinter. There he saved from a mugging the young
Illuskan bard John Sheppard. The two became friends and travelled the Sword Coast together.

APPEARANCE

Squalid LIFESTYLE DAILY PRICE 1 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (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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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (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 v12.81 (Printer Friendly - Redesign) 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. 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 up to normal range (first number). Disadvantage on the attack if the target is up to long range away
RESTRAINED
(second number) or if a hostile is within 5 ft that is not incapacitated and can see you. 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 if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
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 you 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 v12.81 (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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