You are on page 1of 9

Show extra features

10 Monk (Way of Shadow) 6, Druid (Circle of the Land) 4

Black Panther
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Noble Tabaxi 64,000 Add: 21,000 85,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+6 STR +3 INT
PRO

13 Armor Unarmored Defense (Wis)

73 +4 17
Set Max HP
STRENGTH +8 DEX +3 WIS
Shield

+2 +2 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor

Magic
14 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
10 d8+2 45 ft 35 ft climb

CONSTITUTION FAILURES
55 ft 15 ABILITY
SAVE DC
WISDOM
SAVING THROWS 45 ft climb
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+12 Acrobatics (Dex) Light Medium Shields

PRO
Heavy
PRO

14 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+3 Arcana (Int) > Spell Points 17 LR Shortsword
INTELLIGENCE +6 Athletics (Str) > Ki 6 SR LANGUAGES TOOLS & OTHERS

+3
+2 Deception (Cha) > Wild Shape (CR 1/2, no fly; 2 hours) 2 SR Common One artisan's tool or musical instrument

+7 History (Int) > Natural Recovery (2 levels spell slots) 1 LR Druidic Type of gaming set
+3 Insight (Wis) 1 Turn +1 from Tabaxi
16 Feline Agility (still for 1 turn to recover)
>

+2 Intimidation (Cha) > Combat Superiority (d6) 1 SR +1 from Noble


+3 Investigation (Int) >
WISDOM
+3 Medicine (Wis) >

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


+7 Perception (Wis)
16 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+6 Persuasion (Cha) > Attack (2 attacks per action) Martial Arts (with Attack action)< Deflect Missiles <

CHARISMA +3 Religion (Int) > Darkness Flurry of Blows (after Attack action)
< Slow Fall <

+2 +4 Sleight of Hand (Dex) > Darkvision Patient Defense < <

+12 Stealth (Dex) > Pass Without Trace Step of the Wind < <

+3 Survival (Wis) > Silence Shadow Step < <


14
Tool > Wild Shape (start) Wild Shape (end) < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

17 PASSIVE WISDOM (PERCEPTION) Cat's Claws Dex Melee +8 1d6+4 Slashing


>

DESCRIPTION
Darkvision 60 ft
Dart Dex 20/60 ft +8 1d4+4 Piercing
>
Finesse, thrown
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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
Choose Feature
Add Features
Monk (Way of Shadow), level 6:
Martial Arts (Monk 1, PHB 78) [1d6] The common folk love me for my kindness and generosity.
Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike
With these, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
Unarmored Defense (Monk 1, PHB 48) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Ki (Monk 2, PHB 78) [6 per short rest] Respect: Respect is due to me because of my position, but all
I can spend ki to fuel special actions (see third page) people regardless of station deserve to be treated with dignity.
I need to meditate for at least 30 min of a short rest for that short rest to restore ki (Good)
Unarmored Movement (Monk 2, PHB 78) [+15 ft] IDEALS
Speed increases and eventually lets me traverse some surfaces without falling as I move
Deflect Missiles (Monk 3, PHB 78) [1d10 + 6 + Dexterity modifier; 1 ki to throw] The common folk must see me as a hero of the people.
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
Shadow Arts (Way of Shadow 3, PHB 80)
BONDS
I know the Minor Illusion cantrip and can cast certain spells by using ki (see page 3)
Slow Fall (Monk 4, PHB 78) [30 less falling damage]
I too often hear veiled insults and threats in every word
As a reaction, I can reduce any falling damage I take by five times my monk level
addressed to me, and I'm quick to anger.
Ki-Empowered Strikes (Monk 6, PHB 79)
My unarmed strikes count as magical for overcoming resistances and immunities
FLAWS
Shadow Step (Way of Shadow 6, PHB 80)
As a bonus action, I can teleport from and into dim light or darkness within 60 ft
After I do this, I have adv. on the next melee attack I make before the end of my turn
Feature Name: Position of Privilege
Druid (Circle of the Land), level 4:
I am welcome in high society, and people assume I have the right to
Druidic (Druid 1, PHB 66)
be wherever I am. The common folk make every effort to
I know Druidic; Hidden messages with it can only be understood by who know Druidic
accommodate me and avoid my displeasure, and other people of
Spellcasting (Druid 1, PHB 66) [3 cantrips known]
high birth treat me as a member of the same social sphere. I can
I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability
secure an audience with a local noble if I need to.
I can use a druidic focus as a spellcasting focus
I can cast my prepared druid spells as rituals if they have the ritual tag
BACKGROUND FEATURE
Wild Shape (Druid 2, PHB 66) [CR 1/2, no fly; 2 hours, 2 per short rest]
As an action, I assume the shape of a beast I have seen before with the following rules:
- I gain all its game statistics except Intelligence, Wisdom, or Charisma Tabaxi (+2 Dexterity, +1 Charisma)
- I get its skill/saving throw prof. while keeping my own, using whichever is higher
- I assume the beast's HP and HD; I get mine back when I revert back Cat's Claws: I can use my fanged claws to make unarmed strikes
- I can't cast spells in beast form, but transforming doesn't break concentration dealing 1d4 slashing damage. They also give me a climbing speed of
- I retain features from class, race, etc., but I don't retain special senses 20 feet.
- I can choose whether equipment falls to the ground, merges, or stays worn
- I revert if out of time or unconscious; if KOd by damage, excess damage carries over Feline Agility: When moving on my turn in combat, I can move
Bonus Cantrip (Circle of the Land 2, PHB 68) double my speed. Once I do this, I can't do it again until I don't
I know one additional druid cantrip of my choice move at all on one of my turns.
Natural Recovery (Circle of the Land 2, PHB 68) [2 levels spell slots, 1 per long rest]
After a short rest, I can recover a number of 5th-level
CLASS FEATURESor lower spell slots RACIAL TRAITS
Underdark Circle Spells (Circle of the Land 3, PHB 68)
My connection to the underdark infuses me with the ability to cast certain spells
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
These are always prepared, but don't count against the number of spells I can prepare CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
71 - 140 lb
> > >
HEAVILY ENCUMBERED
> > >
141 - 210 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 211 - 420 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
Monk features:
Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields > FEAT: Acrobat (UA:FS, page 1)
Flurry of Blows (Ki Feature, PHB 78) [1 ki point] I gain expertise with Acrobatics, or proficiency if not so already.
After taking the Attack action, I can make 2 unarmed attacks as a bonus action As a bonus action, I can make a DC 15 Dexterity (Acrobatics)
Patient Defense (Ki Feature, PHB 78) [1 ki point] check to have difficult terrain not cost me extra movement for
As a bonus action, I can take the Dodge action this turn. [+1 Dexterity]
Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
Stunning Strike (Ki Feature, PHB 79) [1 ki point] > FEAT: Athlete (PHB, page 165)
After I hit a creature wit a melee weapon attack, I can spend a ki point to try to stun it Standing up from prone uses only 5 ft of movement. Climbing
It has to succeed on a Con save or be stunned until the end of my next turn doesn't cost me extra movement. I can make a running long
Darkness (Shadow Art, PHB 80) [2 ki points] jump or a running high jump after moving only 5 feet on foot,
As an action, I can cast Darkness without material components (PHB 230) rather than 10 feet. [+1 Strength or Dexterity]
Darkvision (Shadow Art, PHB 80) [2 ki points]
As an action, I can cast Darkvision without material components (PHB 230)
Pass Without Trace (Shadow Art, PHB 80) [2 ki points] > FEAT: Martial Adept (PHB, page 168)
As an action, I can cast Pass without Trace without material components (PHB 264)
I learn two maneuvers of my choice from those available to the
Silence (Shadow Art, PHB 80) [2 ki points]
Battle Master archetype. The saving throw DC for this is 16 (8 +
As an action, I can cast Silence (PHB 275)
proficiency bonus + Str/Dex mod). I gain one superiority die
(d6), which I regain when I finish a short rest.

> FEAT: Stealthy (UA:FS, page 4)


I gain expertise with Stealth, or proficiency if not so already.
When I'm hidden, I can move 10 ft to another position without
revealing myself, provided that I won't be clearly visible in this
new position either. [+1 Dexterity]

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 v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Black Panther
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Wealthy LIFESTYLE DAILY PRICE 4 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

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

CLICK HERE
TO CHANGE
THIS ICON

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

2 3 5 6 7 9 10 11 13
Black Panther USE 1LR USE 1LR USE 1LR USE 1LR
SPELL POINT
SPELL COST
SLOTS
CHARACTER NAME

DRUID SPELLS Wisdom 7 +7 DC 15


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration Div 1a Touch V,S Conc, 1 min P 248
AT
WILL Primal Savagery Melee spell attack deals 1d10 Piercing or Slashing dmg (your choice); +1d10 at CL 5, 11, and 17 Trans 1a 5 ft S Instantaneous U 3
AT
WILL Resistance 1 willing crea can add 1d4 to one saving throw after rolling, once during the duration Abjur 1a Touch V,S,M Conc, 1 min P 272
AT
WILL Thorn Whip Melee spell attack for 1d6 Piercing dmg and pull crea 10 ft to you; +1d6 at CL 5, 11, and 17 Trans 1a 30 ft V,S,M Instantaneous P 282

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg Abjur 1 rea Self S 1 rnd E 15
Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
Beast Bond Telepathic link with 1 beast Int<4 while in line of sight; beast has adv. on attacks vs. crea you can see Div 1a Touch V,S,M Conc, 10 min E 15
Charm Person 1+1/SL humanoids 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
Create or Destroy Water Create/destroy 10+2/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp Evoc 1a Touch V,S Instantaneous P 230
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft Div 1a Self V,S,M Conc, 10 min P 231
Earth Tremor All crea in area except you save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10-ft rad V,S Instantaneous E 17
Entangle 20-ft square save or restrained; Str check vs. Spell DC to escape; for duration area is difficult terrain Str Conj 1a 90 ft V,S Conc, 1 min P 238
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 1a 60 ft V Conc, 1 min P 239
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it Conj 1a 120 ft V,S Conc, 1 h P 243
Goodberry Create 10 berries; 1 a to eat 1 berry for 1 hp and nourishment for 1 day; berries lose potency after 24h Trans 1a Touch V,S,M Instantaneous P 246
Guiding Hand (R) Tiny incorporeal hand directs you to one major landmark you name that is on the same plane Div 1 min 5 ft V,S Conc, 8 h U 3
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier Evoc 1 bns 60 ft V Instantaneous P 250
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous E 19
Jump 1 creature's jump distance is tripled for the duration Trans 1a Touch V,S,M 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration Trans 1a Touch V,S,M 1 h P 256
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease Trans 1a 10 ft V,S Instantaneous P 270
Snare 5-ft rad magical trap; Int (Inv) to see; save or restrained upside down 3 ft in the air; save/rnd at dis Dex Abjur 1 min Touch V,S,M Dispel/trigger U 4
Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts Div 1a Self V,S 10 min P 277
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282
Wild Cunning (R) Call spirits of nature to aid you with finding food/drink/tracks/shelter, or camping; see book Trans 1a 120 ft V,S Instantaneous U 5

2ND LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Animal Messenger (R) Tiny beast delivers 25 word message up to 25 miles (50 miles if flyer); +48h/SL duration Ench 1a 30 ft V,S,M 24 h P 212
Barkskin 1 willing crea AC cannot be reduced below 16, regardless of armor it is wearing Trans 1a Touch V,S,M Conc, 1 h P 217
Beast Sense (R) Use 1 willing beast's senses; you are blinded and deafened while doing so Div 1a Touch S Conc, 1 h P 217
Darkvision 1 willing creature has darkvision 60 ft for the duration Trans 1a Touch V,S,M 8 h P 230
Dust Devil 5-ft cube; all in 5-ft 1d8+1d8/SL Bludg. dmg and pushed 10 ft away; save halves, no push; see book Str Conj 1a 60 ft V,S,M Conc, 1 min E 17
Earthbind 1 creatures save or fly speed is reduced to 0; airborne creatures descend at 60 ft per round Str Trans 1a 300 ft V Conc, 1 min E 17
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits Trans 1a Touch V,S,M Conc, 1 h P 237
Find Traps Sense presence of any trap within line of sight; not exact location, but general nature of trap Div 1a 120 ft V,S Instantaneous P 241
Flame Blade Summon a fiery blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Fire dmg; 10 ft bright light Evoc 1 bns Self V,S,M Conc, 10 min P 242
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 1a 60 ft V,S,M Conc, 1 min P 242
Gust of Wind 60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book Str Evoc 1a 60-ft line V,S,M Conc, 1 min P 248
Heat Metal 1 metal obj 2d8+1d8/SL Fire dmg to touch; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,M Conc, 1 min P 250
Hold Person 1+1/SL humanoid within 30 ft of each other save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned Abjur 1a Touch V,S Instantaneous P 255
Locate Animal/Plants (R) Learn direction and distance to closest named or described kind of beast or plant within 5 miles Div 1a Self V,S,M Instantaneous P 256
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book Div 1a Self V,S,M Conc, 10 min P 256
Moonbeam 5-ft rad 40-ft high with dim light; all save or 2d10+1d10/SL; 1 a to move it 60 ft; see book Con Evoc 1a 120 ft V,S,M Conc, 1 min P 261
Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means Abjur 1a Self V,S,M Conc, 1 h P 264
Protection from Poison 1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. being poisoned Abjur 1a Touch V,S 1h P 270
Skywrite (R) Write up to 10 words with clouds in a part of the sky you can see; strong wind can diperse the clouds Trans 1a Sight V,S Conc, 1 h E 22
Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg every 5 ft moved; Wis(Perc) vs. Spell DC to recognize Trans 1a 150 ft V,S,M Conc, 10 min P 277
Warding Wind Strong (20 mph) wind in area deafens/extinguishes unprotected flames/dif. ter./ranged wea have dis Evoc 1a 10-ft rad V Conc, 10 min E 23
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 1/2 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

MONK SPELLS Wisdom +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KI SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book Illus 1a 30 ft S,M 1 min (D) P 260

2ND LEVEL

KI SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


2 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
2 Darkvision 1 willing creature has darkvision 60 ft for the duration Trans 1a Touch V,S,M 8 h P 230
2 Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means Abjur 1a Self V,S,M Conc, 1 h P 264
2 Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp. Illus 1a 120 ft V,S Conc, 10 min P 275
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 2/2 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

You might also like