Dee Strurbed
Dee Strurbed
3 Vermin Lord
Dee Sturbed LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
● +5 STR -1 INT
PRO
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
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
-1
0 Deception (Cha) > Common Gaming set
-1 History (Int) > Elvish
● +5 Insight (Wis) Dwarvish
9
>
>
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
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
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)
-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
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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
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
1×
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
CANTRIPS (0 LEVEL)
2ND LEVEL
CANTRIPS (0 LEVEL)
1ST LEVEL
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)