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Druid

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0% found this document useful (0 votes)
43 views9 pages

Druid

Uploaded by

namiyuarts
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Show extra features

7 Druid (Circle of the Stars) 6, Cleric (Twilight Domain) 1 Earth


CLICK HERE
TO CHANGE
THIS ICON
Tas LEVEL & CLASS PLAYER NAME

Haunted One Tiefling, Levistus 23,000 Add: 34,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
+3 STR +1 INT
PRO

18 Armor Plate

66 +3 18
Set Max HP
STRENGTH +2 DEX ● +8 WIS
Shield

+3 ● +7 CON
RESISTANCES
-2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
Cold
16 Misc
Temporary Hit Points: Misc
DEXTERITY
Healing Spells get +1d4
27
+2 ARMOR

+2 Additional 1d8+Wis if Chalice CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
7 d8+4 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 16 ABILITY
SAVE DC
WISDOM

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

18 +5 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple ● Martial ● Other Weapons:
● +4 Arcana (Int) > Eyes of Night (extend to others) 1 LR Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Sickle, Sling, Spear

INTELLIGENCE ● +6 Athletics (Str) > Armor of Agathys (2nd-level) 1 LR LANGUAGES TOOLS & OTHERS

+1
-2 Deception (Cha) > Darkness 1 LR Common Herbalism kit
● +4 History (Int) > Wild Shape (CR 1/2, no fly; 3 h) 2 SR Infernal Alchemist Kit
+5 Insight (Wis) Cruel 3 LR Abyssal Poisoner's Kit
12
>
●● +4 Intimidation (Cha) > Guiding Bolt 3 LR Draconic
+1 Investigation (Int) > Dormant Mind (Earth) 3 LR Druidic
WISDOM
● +8 Medicine (Wis) > Cosmic Omen 3 LR
+5 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +8 Perception (Wis)
20 -2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-2 Persuasion (Cha) > Eyes of Night Starry Form (Archer Constellation)< Cosmic Omen <

CHARISMA ● +4 Religion (Int) > Vigilant Blessing Wild Shape (end) < <

-2 +2 Sleight of Hand (Dex) > Wild Shape (start) < <

+2 Stealth (Dex) [disadv.] > < <

● +8 Survival (Wis) > < <


7 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

18 PASSIVE WISDOM (PERCEPTION) Longbow ✔ Dex 150/600 ft +5 1d8+2 Piercing


>
Ammunition, heavy, two-handed
DESCRIPTION
Darkvision 300 ft
Luminous Arrow ✔ Wis 60 ft +8 1d8+5 Radiant
>
Use as bonus action
SENSES Primal Savagery ✔ Wis Melee (5 ft) +10 2d10 Acid
>
(XGtE 163)
NAME TOTAL NAME TOTAL
Arrows Sacred Flame ✔ Wis 60 ft DC 16 2d8 Radiant
>
Reload Reload Dex save, no bonus from cover, success - no damage; 1 creature

Moon Sickle +2 ✔ Wis Melee +10 1d4+7 Slashing


>
Light
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Choose Feature
Add Features
Cleric (Twilight Domain), level 1:
◆ Bonus Proficiencies (Twilight Domain 1, TCE:TD 1) I don't run from evil. Evil runs from me.
I gain proficiency with martial weapons and heavy armor I live for the thrill of the hunt.
◆ Eyes of Night (Twilight Domain 1, TCE:TD 1) [extend to others, 1× per long rest]
I gain darkvision out to 300 ft and can magically share it with willing creatures
As an action, I can choose up to my Wisdom mod (min 1) creatures I can see within 10 ft PERSONALITY TRAITS
The chosen creatures then gain this darkvision for 1 hour
If I have no more uses of this feature, I can expend a spell slot to use it again Destruction: I'm a monster that destroys other monsters, and
◆ Vigilant Blessing (Twilight Domain 1, TCE:TD 1) anything else that gets in my way. (Evil)
As an action, I can grant myself or a creature I touch adv. on the next initiative roll
This benefit ends immediately after the roll or when I use this feature again IDEALS

Druid (Circle of the Stars), level 6: There's evil in me, I can feel it. It must never be set free.
◆ Druidic (Druid 1, PHB 66)
I know Druidic; Hidden messages with it can only be understood by who know Druidic
◆ Star Map (Circle of the Stars 2, TCoE 3) [Proficiency Bonus per long rest]
BONDS
I've created a star map, a Tiny object which I can use as my spellcasting focus
If I lose it, I can preform a 1-hour (over a rest) ceremony during a rest to create a replacement
I assume the worst in people.
I can use it to cast Guidance or Guiding Bolt, even unprepared, without using a spell slot
◆ Starry Form (Circle of the Stars 2, TCoE 3)
As an action, I can expend a use of wild shape to take on a starry form for 10 minutes
FLAWS
In that form I shed bright light in a 10-ft radius and dim light for an extra 10-ft radius
It ends if I choose to end it, am incapacitated, die, or use it again.
When I do so, I choose one constellation below to grant me benefits in my starry form:
• Chalice: When I use a spell slot to cast a healing spell, I also heal a creature in 30 ft Feature Name: Heart of Darkness
This can be myself or the original target; I restore 1d8 + my wisdom mod in HP
Those who look into my eyes can see that I have faced unimaginable
• Archer: As a bonus action, I can make a ranged spell attack to hurl a luminous arrow
horror and that I am no stranger to darkness. Though they might
This has a range of 60 ft and deals radiant damage equal to 1d8 + my Wisdom mod
fear me, commoners will extend me every courtesy and do their
• Dragon: I can treat a roll below 10 as a 10 for Int/Wis checks and concentration saves
utmost to help. Unless I have shown myself to be a danger to them,
◆ Wild Shape (Druid 2, PHB 66) [CR 1/2, no fly; 3 h, 2× per short rest]
they will even take up arms to fight with me, should I find myself
As an action, I assume the shape of a beast I have seen before with the following rules:
facing an enemy alone.
• I gain all its game statistics except Intelligence, Wisdom, or Charisma
BACKGROUND FEATURE
• 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
• I can't cast spells in beast form, but transforming doesn't break concentration Levistus Tiefling (+1 Constitution, +2 Charisma)
• I retain features from class, race, etc., but I don't retain special senses
• I can choose whether equipment falls to the ground, merges, or stays worn Legacy of Stygia:
• I revert if out of time or unconscious; if KOd by damage, excess damage carries over I know the Ray of Frost cantrip.
◆ Cosmic Omen (Circle of the Stars 6, TCoE 39) [Proficiency bonus per long rest] At 3rd level, I can cast Armor of Agathys once per long rest as a
When I finish a long rest, I roll a die to gain an omen based on the result (odd/even) 2nd-level spell.
As a reaction when a creature I can see in 30 ft makes an attack, check, or save, I can: At 5th level, I can also cast Darkness once per long rest.
• Weal (even): add 1d6 to the number rolled for the attack, check, or save Charisma is my spellcasting ability for these spells.
• Woe (odd): subtract 1d6 from the number rolled for the attack, check, or save

CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > Backpack, with: 5 > Common clothes 3 CP

> - Bedroll 7 > - Blanket 3 > Trinket of special significance


> - Mess kit 1 > - Candles 10 > Plate armor 65 SP
> - Tinderbox 2 1 > - Tinderbox 1 > Longbow 1 2
> - Torches 10 1 > - Alms box 1 > Arrows 40 0.05
> - Rations, days of 10 2 > - Incense, blocks of 2 > EP

> - Waterskin 5 > - Censer 1 >


>
>
- Hempen rope, feet of
- Chest, with:
50 0.2
25
>
>
- Vestments
- Rations, days of 2
4
2
>
>
2,152 GP

> - Crowbar 5 > - Waterskin 5 >


> - Hammer 3 > > PP

> - Wooden Stakes 3 1 > >


WEIGHT CARRIED
> - Holy symbol 1 > >
248 lb
> - Holy water, flasks of 1 > >
ENCUMBERED
> - Manacles 6 > ATTUNED MAGICAL ITEMS
81 - 160 lb
> - Steel Mirror 0.5 > >
HEAVILY ENCUMBERED
> - Oil, flasks of 1 > >
161 - 240 lb
> - Torch 3 1 > > PUSH/DRAG/LIFT
SUBTOTAL 109 SUBTOTAL 24 SUBTOTAL 72 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Additional Cleric Spells (Cleric Spellcasting Enhancement, TCoE 30)
◆ Additional Druid Spells (Druid Spellcasting Enhancement, TCoE 35) > FEAT: Cruel [TDCSR 190]
I gain a number of cruelty dice equal to my proficiency bonus,
◆ Cruel (Cruel, TDCSR 190) which are d6s. Oncer per turn, I can spend and roll one die for
I gain a number of cruelty dice equal to my proficiency bonus, which are d6s an effect when I damage a creature, score a critical hit, or make
Once per turn I can spend and roll a cruelty die when I: an Intimidation check. I regain all expended dice after a long
• Deal damage to a creature, to deal extra damage equal to the roll rest. See See 3rd page.
• Score a critical hit, to gain temporary HP equal to the roll
• Make an Intimidation check, to add the roll to the check > FEAT: Dormant Mind (Earth) [THEOS 110]
I regain all spent cruelty dice after a long rest I have a number of Dormant Mind Points equal to my
proficiency bonus, Once per turn when i deal damage i can use a
◆ Wild Companion (Wild Shape Enhancement, TCoE 35) [2 hours] Dormant Mind Point to add an effect: See 3rd Page notes
I can expend a use of wild shape to cast Find Familiar without material components
The familiar always has the Fey type and disappears after half my druid level in hours

◆ Dormant Mind (Earth) > FEAT:


I have a number of Dormant Mind Points equal to my proficiency bonus,
Once per turn when i deal damage i can use a Dormant Mind Point to add this effect:
Earth: Deal an extra die of bludgeoning damage and cripple the opponent for 1 minute or until
they receive hit points from healing, while crippled their attack is half damage when attacking
with a weapon.

> FEAT:

FEATS

> MAGIC ITEM: Moon Sickle +2 [TCoE 133] ● Attuned


This silver-bladed sickle glimmers softly with moonlight. I gain a
NOTES +2 bonus to attack and damage rolls made with it. While I'm
holding it, I gain a +2 bonus to spell attack rolls and saving
throw DCs of my druid and ranger spells, and spells I cast that
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
restore HP add 1d4 to the number of HP restored.
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

Shopping List:
2 300gp Diamonds > MAGIC ITEM: Attuned

Nature's Mantle

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Male 51 Medium 6' 4" 225 Lbs
Tas GENDER AGE SIZE HEIGHT WEIGHT

Lawful Evil Auril Black Blue w/ Red Pupil Pale Purple/Red


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

10 gp
Aristocratic LIFESTYLE DAILY PRICE min.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Wild Shape Options

WILD SHAPES
Tas 2× per short rest 3 hours max CR 1/2, no fly
MAX USES DURATION LIMITATIONS
CHARACTER NAME

WILD
SHAPE: Ape TYPE: Beast SIZE: Medium CR: 1/2 HD: 3d8 +2 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion

+2 12
Handling
STRENGTH INTELLIGENCE
30 ft, 19
+2 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+3 +3 +1 +1 PROFICIENCY ARMOR climb 30 ft Sleight
BONUS CLASS ● +6 Athletics ● +8 Medicine +2 of Hand

16 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature +2 Stealth

◆ Multiattack: The ape makes two fist attacks.


18 ● +4 ● +8 ● +8
PASSIVE History Perception Survival
DEXTERITY WISDOM PERCEPTION
MOD SAVE MOD SAVE SKILLS

+2 +2 +5 +8 ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE



14 20 Fist Melee (5 ft) +5 1d6+3 Bludgeoning
Two fist attacks as an Attack action
CONSTITUTION CHARISMA DESCRIPTION
MOD SAVE MOD SAVE

+2 +5 -2 -2 Rock 25/50 ft +5 1d6+3 Bludgeoning


● One rock attack as an Attack action
14 7 TRAITS & FEATURES ATTACKS

WILD
SHAPE: Reef Shark TYPE: Beast SIZE: Medium CR: 1/2 HD: 4d8 +1 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion

+2 12
Handling
swim 40 ft 22
STRENGTH INTELLIGENCE

+1 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+2 +2 +1 +1 PROFICIENCY ARMOR Sleight
BONUS CLASS ● +5 Athletics ● +8 Medicine +1 of Hand

14 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature +1 Stealth

◆ Senses: Blindsight 30 ft
18 ● +4 ● +8 ● +8
PASSIVE History Perception Survival
DEXTERITY WISDOM PERCEPTION
MOD SAVE MOD SAVE ◆ Pack Tactics: The shark has advantage on an attack roll SKILLS

+1 +1 +5 +8 against a creature if at least one of the shark's allies is ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE

13 20 within 5 ft of the creature and the ally isn't incapacitated. Bite Melee (5 ft) +4 1d8+2 Piercing
◆ Water Breathing: The shark can breathe only
CONSTITUTION
MOD SAVE
CHARISMA
MOD SAVE
underwater. DESCRIPTION

+1 +4 -2 -2

13 7 TRAITS & FEATURES ATTACKS

WILD
SHAPE: Giant Spider TYPE: Beast SIZE: Large CR: 1 HD: 4d10 +3 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion

+2 14
Handling
STRENGTH INTELLIGENCE
30 ft, 26
+3 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+2 +2 +1 +1 PROFICIENCY ARMOR climb 30 ft Sleight
BONUS CLASS ● +5 Athletics ● +8 Medicine +3 of Hand

14 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature ●● +7 Stealth

Blindsight 10 ft; Darkvision 60 ft| If the bite's poison


18 ● +4 ● +8 ● +8
PASSIVE History Perception Survival
DEXTERITY WISDOM PERCEPTION
MOD SAVE MOD SAVE damage reduces the target to 0 HP, the target is stable SKILLS

+3 +3 +5 +8 but poisoned and paralyzed for 1 hour, even after ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE

16 20 regaining HP| Spider Climb: climb difficult surfaces, Bite Melee (5 ft) +5 1d8+3 Piercing
including upside down, without an ability check| Web Target also takes 2d8 poison damage, half on a DC 11 Constitution saving throw
CONSTITUTION CHARISMA Sense: knows the exact location of any other creature in DESCRIPTION
MOD SAVE MOD SAVE

+1 +4 -2 -2 contact with the same web| Web Walker: ignores Web (Recharge 5-6) 30/60 ft +5 ―+3 Restrained
● movement restrictions from webbing Target can escape as an action with a DC 12 Strength check, or by destroying the webbing (AC 10; 5 HP)
12 7 TRAITS & FEATURES ATTACKS

WILD
SHAPE: Giant Frog TYPE: Beast SIZE: Medium CR: 1/4 HD: 4d8 +1 Acrobatics +5 Insight -2 Performance
Animal
MAX HP TEMP HP +5 ●● +4 Intimidation -2 Persuasion

+2 11
Handling
30 ft, 18
STRENGTH INTELLIGENCE

+1 ● +4 +1 ● +4
MOD SAVE MOD SAVE Arcana Investigation Religion
+1 +1 +1 +1 PROFICIENCY ARMOR swim 30 ft Sleight
BONUS CLASS ● +4 Athletics ● +8 Medicine +1 of Hand

12 12
INITIATIVE SPEED HIT POINTS
-2 Deception +1 Nature ● +3 Stealth

Darkvision 30 ft| Amphibious: can breathe air and water|


18 ● +4 ● +8 ● +8
PASSIVE History Perception Survival
DEXTERITY WISDOM PERCEPTION
MOD SAVE MOD SAVE Standing Leap: can long jump up to 20 ft and high jump SKILLS

+1 +1 +5 +8 up to 10 ft, with or without a running start| Swallow: if a ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE

13 20 bite attack hits a Small or smaller target it is grappling, it Bite Melee (5 ft) +3 1d6+1 Piercing
is swallowed, ending the grapple. Swallowed: blinded, Target is grappled and restrained (escape DC 11); Can't use bite again until grapple ends
CONSTITUTION CHARISMA restrained, total cover, takes 2d4 acid damage at the start DESCRIPTION
MOD SAVE MOD SAVE

0 +3 -2 -2 of each of the frog's turns; can have only 1 swallowed at a


● time.
11 7 TRAITS & FEATURES ATTACKS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Tas
CHARACTER NAME SPELL SLOTS

DRUID SPELLS Wisdom 11 +10 DC 18


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 Druidcraft Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect — Trans 1a 30 ft V,S Instantaneous P 236
SP 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 Mold Earth 5 cu ft earth; instant.: excavate; 1h: change to difficult or normal terrain, or change shape and color — Trans 1a 30 ft S Instant. or 1 h X 162
AT
WILL Primal Savagery Melee spell attack, 5 ft range, for 2d10 Acid dmg — Trans 1a Self S Instantaneous X 163
AT
WILL Shape Water 5 cu ft water; instant: move/change flow; 1h: simple shapes/change color or opacity/freeze — Trans 1a 30 ft S Instant. or 1 h X 164
AT
WILL Thorn Whip Melee spell attack for 2d6 Piercing dmg and pull crea 10 ft towards me — 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 X 150
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 I can see — Div 1a Touch V,S,M Conc, 10 min X 150
Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
Create or Destroy Water Create/destroy 10+10/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 living crea heals 1d8+1d4+1d8/SL+5 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 range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10 ft V,S Instantaneous X 155
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
SP Find Familiar (R) Gain the services of a fey familiar; can see through its eyes; it can deliver touch spells; see B; — Conj 1h 10 ft V,S ½ druid lvl h P 240
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: heal 1+1d4 HP, nourishment for 1 day; lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246
SP Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Guiding Hand (R) Tiny incorporeal hand directs me to one major landmark I name that is on the same plane — Div 1 min 5 ft V,S Conc, 8 h U SS
Healing Word 1 living crea heals 2d4+1d4/SL+5 HP — 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 X 157
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
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
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 trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch V,S,M† 8 h, till trigger X 165
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 S:15ft cube V,S Instantaneous P 282
Wild Cunning (R) Call spirits of nature to aid me with finding food, drink, tracks, shelter, or camping; see book — Trans 1a 120 ft V,S Instantaneous U SS

2ND LEVEL

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


Air Bubble create 1 + 2/SL globes of fresh air around willing creatures head — Conj 1a 60 ft S 24 h AA 22
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
Augury (R) Omen about specific course of action I plan to take in the next 30 min (25gp) — Div 1 min Self V,S,Mƒ Instantaneous P 215
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; I'm blinded and deafened while doing so — Div 1a Touch S Conc, 1 h P 217
Continual Flame Create a permanent flame (50gp cons.) — Evoc 1a Touch V,S,M† Till dispelled P 227
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 X 154
Earthbind 1 creatures save or fly speed is reduced to 0; airborne creatures safely descend at 60 ft per round Str Trans 1a 300 ft V Conc, 1 min X 154
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
Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min 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 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 S:60-ft line V,S,M Conc, 1 min P 248
Healing Spirit 5-ft cube; any living crea I see start/enter heals 1d6+1d4+1d6/SL HP; 1+5 (Wis) uses; bns a move it 30 ft— Conj 1 bns 60 ft V,S Conc, 1 min X 157
Heat Metal 1 metal obj on touch 2d8+1d8/SL Fire dmg; 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
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 1/3 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options
Hold Person 1+1/SL humanoids, 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 all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B 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 I can see; strong wind can diperse the clouds — Trans 1a Sight V,S Conc, 1 h X 165
Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg per 5 ft moved; Wis(Perc) vs. Spell DC to recognize — Trans 1a 150 ft V,S,M Conc, 10 min P 277
Summon Beast Summon choice of Bestial Spirit; obeys commands after my turn; dissapears at 0 hp (200gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 109
Summon Bestial Spirit Summon a Bestial Spirit in a space I can see within range; obey my verbal commands — Conj 1a 90-ft V,S,M conc, 1 hr U SMT
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 X 170
Wither and Bloom 10-ft rad any crea 2d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft V,S,M Instantaneous SC 38

3RD LEVEL

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


Aura of Vitality I can heal 1 creature in range for 2d6 HP as a bonus action for the duration — Evoc 1a 30-ft rad V Conc, 1 min P 216
Call Lightning 60-ft rad 10-ft high cloud; 1 a all in 5-ft rad under cloud 3d10+1d10/SL Lightning dmg; save half Dex Conj 1a 120 ft V,S Conc, 10 min P 220
Conjure Animals Summon 2+2/2SL CR of beasts; obey my verbal commands — Conj 1a 60 ft V,S Conc, 1 h P 225
Daylight 60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of SL 4+ works in it — Evoc 1a 60 ft V,S 1h P 230
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Wisdom check (+5) — Abjur 1a 120 ft V,S Instantaneous P 234
Elemental Weapon +1 magical weapon; +1d4 Acid, Cold, Fire, Lightning, or Thunder dmg; SL5: +2/+2d4, SL7: +3/+3d4 — Trans 1a Touch V,S Conc, 1 h P 237
Erupting Earth 20-ft cube all crea 3d12+1d12/SL Bludgeoning dmg; save halves; area becomes difficult terrain Dex Trans 1a 120 ft V,S,M Instantaneous X 155
Feign Death (R) Willing creature appears dead; it is blinded, incapacitated, has dmg resist. all but Psychic, and speed 0 — Necro 1a Touch V,S,M 1 h (D) P 240
Flame Arrows 12+2/SL ammunition drawn from touched quiver do +1d6 Fire damage on a successful hit — Trans 1a Touch V,S Conc, 1 h X 156
Meld into Stone (R) I merge into a stone object large enough to contain me; can't see through the stone; see book — Trans 1a Touch V,S 8h P 259
Plant Growth 1 a: 100-ft rad plants overgrow for 1/4 speed; 8h: 1 mile diameter plants yield double food at harvest — Trans 1 a/8h 150 ft V,S Instantaneous P 266
Protection from Energy 1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for duration — Abjur 1a Touch V,S Conc, 1 h P 270
Revivify Restores a crea's body that has died in the last min to life with 1+1d4 HP (300gp cons.) — Necro 1a Touch V,S,M† Instantaneous P 272
Sleet Storm 40-ft rad 20-ft high; heavily obsc.; douses flames; difficult ter.; save or prone; Con save or lose conc. Dex Conj 1a 150 ft V,S,M Conc, 1 min P 276
Speak with Plants Speak with plants in range about last 24h events; turn difficult plant terrain to normal or vice versa — Trans 1a S:30-ft rad V,S 10 min P 277
Summon Fey Summon choice of Fey Spirit; obeys commands after my turn; dissapears at 0 hp (300gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 112
Summon Fey Spirit Summon a Fey Spirit in a space I can see within range; obey my verbal commands — Conj 1a 90-ft V,S,M conc, 1 hr U SMT
Tidal Wave 30-ft x 10-ft, 10-ft high all crea 4d8 Bludg. dmg and prone; save halves not prone; extinguish flames Dex Conj 1a 120 ft V,S,M Instantaneous X 168
Wall of Water 30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; range wea dis.; Fire dmg half; Cold dmg freezes — Evoc 1a 60 ft V,S,M Conc, 10 min M 27
Water Breathing (R) 10 willing creatures can breathe underwater for the duration — Trans 1a 30 ft V,S,M 24 h P 287
Water Walk (R) 10 willing creatures can move across any liquid for the duration; rise to surface if underwater — Trans 1a 30 ft V,S,M 1 h P 287
Wind Wall 50×1×15ft (l×w×h) wall, any line-shape, at cast all in 3d8 Bludg. dmg; save halves; blocks arrows Str Evoc 1a 120 ft V,S,M Conc, 1 min P 288

CLERIC SPELLS Wisdom 6 +8 DC 16


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 Sacred Flame 1 creature that I can see save or 2d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272
AT
WILL Toll the Dead 1 crea save or 2d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169

1ST LEVEL

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


Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+10/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 living crea heals 1d8+1d4+1d8/SL+5 HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
) 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
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Guiding Hand (R) Tiny incorporeal hand directs me to one major landmark I name that is on the same plane — Div 1 min 5 ft V,S Conc, 8 h U SS
Healing Word 1 living crea heals 2d4+1d4/SL+5 HP — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
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
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
) Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 2/3 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

LEVISTUS TIEFLING SPELLS Charisma +1 DC 9


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Ray of Frost Spell attack for 2d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL

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



LR Armor of Agathys 10 temp HP; as long as temp HP last any crea that hits in melee takes 10 Cold dmg — Abjur 1a Self V,S,M 1 h P 215

2ND LEVEL

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



LR Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of SL 3+ works in it — Evoc 1a 60 ft V,M Conc, 10 min P 230

(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SR System Reference Document
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area T Tasha’s Cauldron of Everything
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting U Unearthed Arcana
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting W Explorer’s Guide to Wildemount
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything
up to 1 minute
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 3/3 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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 can’t 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 anybody’s 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 hostile’s space once by winning opposing Can’t 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 doesn’t 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) Can’t 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 grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t 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. Can’t 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. Can’t 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 Can’t 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 ½ speed) or stand up (costs ½ 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 can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t 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. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t 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. opponent’s 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 doesn’t 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. Can’t 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 nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s 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 ½ 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 ½ 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 ½ 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 creature’s 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 ½ 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 v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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