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6 Warlock (the Archfey)


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Jimmy the hermit LEVEL & CLASS PLAYER NAME

Hermit human 14,000 Add: 23,000


CHARACTER NAME BACKGROUND RACE
Commune with nature, far from civilization EXPERIENCE Next Level

F AC DESCRIPTION
-1 STR +2 INT
PRO

Armor

42 +3
Set Max HP
STRENGTH +3 DEX +3 WIS
Shield

-1 +2 CON
RESISTANCES
+6 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
6 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY
SAVE DC
CHARISMA

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) Light

PRO
Medium Heavy Shields
PRO

14 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+5 Arcana (Int) > Fey Presence 1 SR
INTELLIGENCE -1 Athletics (Str) > Misty Step 1 SR LANGUAGES TOOLS & OTHERS

+2
+6 Deception (Cha) > Common Herbalism kit
+2 History (Int) > +1 from Human
0 Insight (Wis) +1 from Hermit
14
>

+3 Intimidation (Cha) >

+2 Investigation (Int) >


WISDOM
+3 Medicine (Wis) >

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


0 Perception (Wis)

11 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) > Fey Presence < Misty Step (taking damage) <

CHARISMA +5 Religion (Int) > Pact of the Blade < <

+3 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

0 Survival (Wis) > < <


16 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Agonizing Blast Cha 120 ft +6 21d10+3 Force


>
Each d10 is a separate beam requiring separate rolls (PHB 237)
DESCRIPTION

Light Crossbow Dex 80/320 ft +6 1d8+3 Piercing


>
Ammunition, loading, two-handed
SENSES Dagger Dex Melee, 20/60 ft +6 1d4+3 Piercing
>
Finesse, light, thrown
NAME TOTAL NAME TOTAL
Bolts Scimitar Dex Melee +6 1d6+3 Slashing
>
Reload Reload Finesse, light

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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Warlock (the Archfey), level 6:
Pact Magic (Warlock 1, PHB 107) [3 cantrips & 7 spells known] I often get lost in my own thoughts and contemplation,
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability becoming oblivious to my surroundings. I am utterly serene,
I can use an arcane focus as a spellcasting focus even in the face of disaster.
I regain these spell slots on a short rest
Fey Presence (the Archfey 1, PHB 109) [1 per short rest] PERSONALITY TRAITS
As an action, all creatures in a 10-ft cube around me must make a Wisdom save
If failed, they're all charmed or frightened (my choice) until the end of my next turn Logic: Emotions must not cloud our sense of what is right and
Eldritch Invocations (Warlock 2, PHB 107) [3 invocations known] true, or our logical thinking. (Lawful)
Use the "Choose Features" button above to add Eldritch Invocations to the third page
Pact of the Blade (Warlock 3, PHB 107) IDEALS
As an action, I can create a pact weapon in my empty hand; I'm proficient in its use
I can choose the type of melee weapon every time I create it, and it has those statistics I'm still seeking the enlightenment I pursued in my seclusion,
The weapon disappears if it is more than 5 ft away from me for 1 minute and it still eludes me.
The weapon counts as magical; I can transform a magic weapon into my pact weapon
This occurs over an hour-long ritual that I can perform during a short rest
BONDS
I can use an action to re-summon it in any form and can dismiss it as no action
Misty Step (the Archfey 6, PHB 109) [1 per short rest]
I'd risk too much to uncover a lost bit of knowledge.
As a reaction, when I take damage, I can turn invisible and teleport up to 60 ft
I stay invisible until the start of my next turn or until I attack or cast a spell

FLAWS

Feature Name: Discovery

The quiet seclusion of my extended hermitage gave me access to a


unique and powerful discovery. The exact nature of this revelation
depends on the nature of my seclusion. It might be a great truth, a
hidden site, a long forgotten fact, or unearthed some relic of the
past that could rewrite history.

BACKGROUND FEATURE

Human (+1 to all ability scores)

CLASS FEATURES RACIAL TRAITS Racial Options

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


> Winter blanket 3 > > Common clothes 3 CP

> Herbalism kit 3 > > Scroll case with notes 1


> > > Light crossbow 5 SP
> > > Dagger 1
> > > Scimitar 3
> > > Crossbow bolts 0.08 EP

> > >


>
>
>
>
>
>
5 GP

> > >


> > > PP

> > >


WEIGHT CARRIED
> > >
19.2 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
HEAVILY ENCUMBERED
> > >
91 - 135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 6 SUBTOTAL SUBTOTAL 13.1 136 - 270 lb
Add Equipment EQUIPMENT
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Agonizing Blast (Eldritch Invocation, PHB 110)
I can add my Charisma modifier to the damage of my Eldritch Blast cantrip > FEAT:

Thirsting Blade (Eldritch Invocation, PHB 111)


When taking the attack action, I can attack twice with my pact weapon
Repelling Blast (Eldritch Invocation, PHB 111)
I can have creatures hit by my Eldritch Blast cantrip be pushed 10 ft away from me

> 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 v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Medium
Jimmy the hermit GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


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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REMARKS
COMPANIONS APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited 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

Jimmy the hermit


CHARACTER NAME SPELL SLOTS

WARLOCK SPELLS Charisma +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> 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 1a 120 ft V,S Instantaneous P 237
> Lightning Lure 1 crea you see save or pull 10 ft to you; if end in 5 ft, 1d8 Lightning dmg; +1d8 at CL 5, 11, and 17 Str Evoc 1a 15 ft V 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.
> 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
> 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

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Misty Step You teleport 30 feet to a unoccupied space you can see Conj 1 bns Self V Instantaneous P 260
> Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free Trans 1a Touch V,S,M Conc, 1 h P 277

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fly 1+1/SL willing creatures gain fly 60 ft speed Trans 1a Touch V,S,M Conc, 10 min P 243
> 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
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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
DASH (action) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Gain your speed as extra movement for this turn. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DISENGAGE (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Your movement doesnt provoke opportunity attacks for disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
the rest of the turn. READY (action) DEAFENED EXHAUSTION (PHB 291)

DODGE (action) Choose an action that you will take in response to a set Fail checks involving hearing.
Attack rolls from attackers you can see have disadvantage trigger. Taking the action uses your reaction. Readying a FRIGHTENED
and you have advantage on Dex saving throws until the spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
start of your next turn, until you become incapacitated or SEARCH (action) Cant willingly move closer to the source of fear.
your speed drops to 0. Search for something, possibly with a Wis (Perception) GRAPPLED
ESCAPE (action) or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
Escape a grapple by winning a Str (Athletics) or Dex TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
(Acrobatics) check vs. grapplers Str (Athletics) check. Move through hostiles space once by winning opposing INCAPACITATED
HELP (action) Dex (Acrobatics) check. Cant take actions or reactions.
Give an ally advantage on next ability check or attack roll USE OBJECT (action) INVISIBLE
vs. an opponent within 5 ft of you, if done before the You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
start of your next turn. second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
complete (e.g. draw a second weapon, equip a shield, PARALYZED
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 attack if target is within 5 ft or up to long range
RESTRAINED
away (second number). 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 v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com

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