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Dee Strurbed

DnD character ready to play

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Matthew McMillan
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0% found this document useful (0 votes)
40 views7 pages

Dee Strurbed

DnD character ready to play

Uploaded by

Matthew McMillan
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

3 Vermin Lord
Dee Sturbed LEVEL & CLASS PLAYER NAME
CLICK HERE
TO CHANGE
THIS ICON
HOVER FOR TOOLTIP
WITH DIMENSIONS

Rewarded Dragonmark, Storm (Half-Elf) 900 Add: 2,700


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
● +5 STR -1 INT
PRO

12 Armor Studded Leather

29 +2 15
Set Max HP
STRENGTH ● +5 DEX +3 WIS
Shield

+3 +1 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 3 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Lightning
16 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv.
10
+3 ARMOR

+3 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d10+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY
SAVE DC
WISDOM

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

13 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) > Gust of Wind 1 LR 1
INTELLIGENCE +3 Athletics (Str) > Favored Foe (+1d4 damage) 2 LR 1 LANGUAGES TOOLS & OTHERS

-1
0 Deception (Cha) > Common Gaming set
-1 History (Int) > Elvish
● +5 Insight (Wis) Dwarvish
9
>

0 Intimidation (Cha) > Gnomish


-1 Investigation (Int) > Sylvan
WISDOM
+3 Medicine (Wis) > Goblin
+3 -1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +5 Perception (Wis)
16 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +2 Persuasion (Cha) > Septic Strikes < <

CHARISMA -1 Religion (Int) > Summon Swarm < <

0 +3 Sleight of Hand (Dex) > Off-hand Attack < <

● +5 Stealth (Dex) > < <

● +5 Survival (Wis) > < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Short Sword ✔ Str Melee +5 1d6+3 Piercing


>
Finesse, light
DESCRIPTION
Darkvision 60 ft
Shortsword (off hand) ✔ Str Melee +5 1d6+3 Piercing
>
Finesse, light
SENSES Longbow ✔ Dex 150/600 ft +5 1d8+3 Piercing
>
Ammunition, heavy, two-handed
NAME TOTAL NAME TOTAL
Arrows Unarmed Strike ✔ Str Melee +5 4 Bludgeoning
>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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Choose Feature
Add Features
Vermin Lord, level 3:
◆ Favored Foe (Ranger 1, TCoE 56) [+1d4 damage, Proficiency bonus per long rest]
When I hit a creature with an attack roll, I can mark it as my favored enemy for 1 min
I deal extra damage to it when I mark it and the first time I hit a marked on my turn
Keeping a creature marked as favored enemy requires me to concentrate, like on a spell
◆ Deft Explorer: Canny (Ranger 1, TCoE 56) [extra benefits at 6th and 10th level] PERSONALITY TRAITS
I learn two languages and gain expertise with one skill I'm proficient with
◆ Two-Weapon Fighting Style (Ranger 2, PHB 91)
I can add my ability modifier to the damage of my off-hand attacks
◆ Spellcasting (Ranger 2, PHB 91) [3 spells known]
I can cast ranger spells that I know, using Wisdom as my spellcasting ability IDEALS
◆ Primal Awareness (Ranger 3, TCoE 57)
I get bonus spells known, which do not count against the number of spells I can know
In addition, I can cast each once per long rest without expending a spell slot
◆ Septic Strikes (Vermin Lord 3, GH 63)
As a bonus action, I can choose any number of creatures within 60ft of me that took damage
BONDS
from a weapon attack made by me or my swarm of vermin this turn. Chosen creatures take 1d4
necrotic damage.
◆ Vermin Lord Magic (Vermin Lord 3, GH 62)
I add a spell to my known spells at level 3, 5, 9, 13, and 17
These count as ranger spells, but do not count against the number of spells I can know
FLAWS
◆ Verminkin (Vermin Lord 3, GH 63)
I can comprehend and verbally communicate with vermin.
Additionally, I can use an action and expend a spell slot to summon rodent hordes. When I
do, I can summon a number of swarms of vermin equal to twice the level of spell slot expended. Feature Name: Fortune's Favor
Each swarm is summoned to a space I can see with 30ft.
I have unexpected good fortune in life, caused by something like a
Swarms summoned in this way go on my initiative, starting on my next turn. These swarms
genie who granted me wishes, extraordinary luck during a game, me
obey my verbal commands (no action required by me), defending themselves by taking the
honing my skills to endure a supernatural trial, or some other force
dodge action if I do not give them a command. My vermin swarms flee the area and disperse
that transformed my life. This boon is reflected in my choice of one
after 10 minutes or when I use this feature to summon other swarms of vermin.
free feat: Lucky, Magic Initiate, or Skilled.

BACKGROUND FEATURE

Half-Elf, Dragonmark of Storm (+1 Dexterity, +2 Charisma)


Windwright's Intuition: I can add +1d4 to my Dexterity
(Acrobatics) checks and any ability checks involving operating or
maintaining a water or air vehicle.
Headwinds: I know the Gust cantrip. Once I reach 3rd level, I can
cast Gust of Wind once per long rest. Charisma is my spellcasting
ability for these spells.
Spells of the Mark: I add several spells to the spell list of my
spellcasting class(es).

CLASS FEATURES RACIAL TRAITS

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


> > Backpack, with: 5 > Fine clothes 6 CP

> > - Crowbar 5 > Signet ring


> > - Hammer 3 > Pouch (with coins) 1 SP
> > - Pitons 10 0.25 > Studded Leather armor 13
> > - Torches 10 1 > Short Sword 2 2
> > - Tinderbox 1 > Longbow 1 2 EP

> > - Rations, days of 9 2 > Arrows 20 0.05


>
>
>
>
- Waterskin
- Hempen rope, feet of 50 0.2
5 >
>
32 GP

> > Paper, sheets of >


> > Ink, 1 ounce bottle of > 1 PP

> > Ink pen >


WEIGHT CARRIED
> > Gaming set matching my proficiency >
87.1 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
81 - 160 lb
> > > potion healing CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
240 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL 59.5 SUBTOTAL 27 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Spellcasting Focus (Optional Ranger 2, TCoE 57)
I can use a druidic focus as a spellcasting focus for my ranger spells > FEAT: Magic Initiate [Cleric] [PHB 168]
I learn two cantrips and one 1st-level spell of my choice from the
cleric's spell list. I can cast the 1st-level spell at its lowest level
once per long rest without using a spell slot. If I'm a cleric, I can
also cast the 1st-level spell by expending a spell slot as normal.
Wisdom is my spellcasting ability for these spells.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Potion of Healing [DMG 187]

Once as an action, I can drink this potion or administer it to


NOTES another to regain 2d4+2 hit points. This potion's red liquid
glimmers when agitated.

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 v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Medium
Dee Sturbed GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


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Companion Options

Rat Tiny
Samson, Arnia, Talas, Delila, Iodinia, Xentia
RACE SIZE HEIGHT WEIGHT

Beast Unaligned
COMPANION TYPE AGE GENDER ALIGNMENT
NAME

F
-4 STR -4 INT Temporary HP: SUCCESSES
PRO

10 +2 1
Set Max HP
STRENGTH
0 DEX 0 WIS

-4 -1 CON -3 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

2
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Bite ✔ Dex Melee (5 ft) +0 1 Piercing

0
DEXTERITY
20 ft >

0 INITIATIVE SPEED
DESCRIPTION

>
11 LEVEL USED

DIE
1
d4-1
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

-1
ATTACKS

F EX
◆ Keen Smell: The rat has advantage on Wisdom
9 0
PRO

Acrobatics (Dex)
(Perception) checks that rely on smell.
0 Animal Handling (Wis)

INTELLIGENCE -4 Arcana (Int)


-4 Athletics (Str)
-4 -3 Deception (Cha)
-4 History (Int)
2 0 Insight (Wis)

-3 Intimidation (Cha)
WISDOM
-4 Investigation (Int)

0 0 Medicine (Wis)
-4 Nature (Int)
10 0 Perception (Wis)

-3 Performance (Cha)
CHARISMA -3 Persuasion (Cha)

-3
-4 Religion (Int) FEATURES TRAITS
0 Sleight of Hand (Dex)

0 Stealth (Dex)
4
0 Survival (Wis)
SKILLS

10 PASSIVE WISDOM (PERCEPTION)

Darkvision 30 ft; Adv. on Wis (Perception) checks using


smell
SENSES

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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); 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
● ●
Dee Sturbed ●
CHARACTER NAME SPELL SLOTS

VERMIN LORD SPELLS Wisdom +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Consumption Expend a hit die, target takes dmg = to roll and rerolls each turn, save effect ends. +SL = more targets Con Necro 1a 60 feet V,S,M 1 hour G 119
> Elevated Sight project vision 120 feet up, stays above me, BA to move up or down — Div 1a S V,S conc, 1 minute H 49
> Hunter's Mark 1 crea +1d6 dmg from my weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
> Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256

LR 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

HALF-ELF SPELLS Charisma +2 DC 10


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Gust Med. or smaller crea save or push 5 ft; or push unattended 5 lb obj 10 ft; or harmless sensory effect Str Trans 1a 30 ft V,S Instantaneous X 157

2ND LEVEL

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



LR 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

MAGIC INITIATE SPELLS Wisdom +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KN 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 Spare the Dying 1 living creature with 0 current HP becomes stable — Necro 1a Touch V,S Instantaneous P 277

1ST LEVEL

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



LR Guiding Bolt Spell attack for 4d6 Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@[Link]); 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 v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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