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Character Jo'Nesse

The document details a character sheet for 'Indee' Jo'nesse, a level 5 Horizon Walker ranger with a background as an archaeologist. The character is a half-elf with various abilities, skills, and magical items, including a whip and a dagger, and has specific traits related to favored enemies and terrain. Additionally, the character possesses unique spells and features that enhance their exploration and combat capabilities.
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0% found this document useful (0 votes)
39 views7 pages

Character Jo'Nesse

The document details a character sheet for 'Indee' Jo'nesse, a level 5 Horizon Walker ranger with a background as an archaeologist. The character is a half-elf with various abilities, skills, and magical items, including a whip and a dagger, and has specific traits related to favored enemies and terrain. Additionally, the character possesses unique spells and features that enhance their exploration and combat capabilities.
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

5 Horizon Walker Tibold

LEVEL & CLASS PLAYER NAME


"Indee" Jo'nesse
Archaeologist Half-elf 6,500 14,000
BACKGROUND Whip RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +3 STR
PRO

+1 INT
12 Armor Brigandine (Leather jacket)
STRENGTH ● +6 DEX +3 WIS
+1 CON +1 CHA 38 +3 17 2 Shield Buckler (Fist shield)

0 RESISTANCES
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; +3 ARMOR

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


INSPIRATION
SUCCESSES LEVEL DIE USED ENCUMBERED
16
5 d10+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY
SAVE DC
WISDOM

DEATH
+1 F EX
SAVES HIT DICE SPEED
F
● Light ● Medium
ARMOR
● Shields

PRO
Heavy
PRO

+3 Acrobatics (Dex)
12 +3 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +4 Arcana (Int) Detect Portal 1 SR
INTELLIGENCE ● +3 Athletics (Str) Earring of Message (regains 1d4+1) 5 Dawn LANGUAGES TOOLS & OTHERS
+1 Deception (Cha)
+1 ● +4 History (Int)
Ring of Longstrider (regains 3) 3 Dawn Draconic
Common, Chondathan
Navigator tools

+3 Insight (Wis) Elvish


12
+1 Intimidation (Cha) Undercommon
● +4 Investigation (Int) Mulhorandi, Orc
WISDOM
+3 Medicine (Wis)

+3 ●
+1 Nature (Int) LIMITED FEATURES PROFICIENCIES
+6 Perception (Wis)
16 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) Attack (2 attacks per action) Planar Warrior


CHARISMA +1 Religion (Int) Primeval Awareness Telekinetic Shove
+3 Sleight of Hand (Dex) Detect Portal Rope of Climbing (move/fasten/knot/coil)
+1 ● +6 Stealth (Dex) Rope of Climbing (animate)
● +6 Survival (Wis) Ring of Longstrider
12
● +6 Navigator tools (Wis)
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Whip ✔ Dex Melee +6 1d4+3 Slashing


Finesse, reach
DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +6 1d4+3 Piercing
Finesse, light, thrown
SENSES Rapier ✔ Dex Melee +6 1d8+3 Piercing
Finesse
NAME TOTAL NAME TOTAL
Bolts 20 Hand Crossbow ✔ Dex 30/120 ft +6 1d6+3 Piercing
Ammunition, light, loading

Produce Flame ✔ Wis 30 ft +6 2d8 Fire


10-ft radius bright light and 10-ft radius dim light until thrown
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12+231230 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Horizon Walker, level 5:
◆ Favored Enemy (Ranger 1, PHB 91) [2 favored enemy: Human, Orc] You might think I'm a scholar, but I love a good brawl. These
I have adv. on Wis (Survival) checks to track and Int checks to recall info about them fists were made for punching. I love a good puzzle or mystery.
◆ Natural Explorer (Ranger 1, PHB 91) [1 favored terrain: Underdark]
◆ Druidic Warrior Fighting Style (Ranger 2, TCoE 57)
I learn two druid cantrips that count as ranger spells for me and use Wis for spellcasting PERSONALITY TRAITS
Whenever I gain a ranger level, I can swap one of these for another druid cantrip
◆ Spellcasting (Ranger 2, PHB 91) [4 spells known] Danger: With every great discovery comes grave danger. The
I can cast ranger spells that I know, using Wisdom as my spellcasting ability two walk hand in hand. (Any)
◆ Primeval Awareness (Ranger 3, PHB 92) [aber./celest./dragon/elem./fey/fiend/undead]
As an action, I can use a spell slot to focus my awareness for 1 min per spell slot level IDEALS
Out to 1 mile (6 in favored terrain), I sense if certain types of creatures are present
◆ Detect Portal (Horizon Walker 3, XGtE 42) [1× per short rest] I have a friendly rival. Only one of us can be the best, and I aim
As an action, I sense the distance and direction to the closest planar portal within 1 mile to prove it's me.
◆ Horizon Walker Magic (Horizon Walker 3, XGtE 42)
I add a spell to my known spells at level 3, 5, 9, 13, and 17
BONDS
These count as ranger spells, but do not count against the number of spells I can know
◆ Planar Warrior (Horizon Walker 3, XGtE 42) [+1d8 force damage]
When given the choice of going left or right, I always go left.
As a bonus action, I choose one creature that I can see within 30 ft of me
All damage from my first weapon attack that hits it on this turn becomes force damage
In addition, that first hit does extra damage
FLAWS

Feature Name: Historical Knowledge

When I enter a ruin or dungeon, I can correctly ascertain its original


purpose and determine its builders, whether those were dwarves,
elves, humans, yuan-ti, or some other known race. In addition, I can
determine the monetary value of art objects more than a century
old.

BACKGROUND FEATURE

Half-Elf (+2 Charisma and +1 to two other ability scores of my


choice)

Skill Versatility: I gain proficiency in two skills of my choice.

CLASS FEATURES RACIAL TRAITS

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


CP
Backpack, with: 5 Traveler's clothes 4
Map case with a map of a ruin/dungeon 1 Trinket recovered from a dig site
Rations, days of 5 2 Belt pouch (with coins), 25 gp 1 SP

Waterskin 5 Dice set


Crowbar 5 Navigator's tools 2
EP
Bullseye lantern 2 Holy water 5 1
Miner's pick 10 Powdered silver and iron 5
Shovel 5 GP

Two-person tent 20
Bedroll 7
PP
Mess kit 1
Hammer 3
WEIGHT CARRIED
Pitons 10 0.25
111 lb
Torches 10 1
ENCUMBERED
Tinderbox 1 ATTUNED MAGICAL ITEMS
51 - 100 lb
Tinderbox 1 CARRYING
HEAVILY CAPACITY
ENCUMBERED
Hempen rope, feet of 50 0.2 150 lb
PUSH/DRAG/LIFT
SUBTOTAL 98.5 SUBTOTAL SUBTOTAL 12 151 - 300 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12+231230 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
◆ Favored Terrain Travel Benefits (Ranger 1, PHB 91)
I can double my Proficiency Bonus for Int/Wis checks concerning my favored terrains FEAT: Telekinetic [Wisdom] [TCoE 81]
While traveling for an hour or more in a favored terrain, I gain the following benefits: I know the Mage Hand cantrip, can cast it without components,
• My allies and I are not slowed by difficult terrain and can't get lost except by magic and the spectral hand can be invisible. As a bonus action, I can
• I am alert to danger even when doing something else; I forage twice as much food shove one creature I can see within 30 ft. It must make a Str save
• If alone (or alone with beast companion), I can move stealthily at my normal pace vs. this feat's spell save DC or be moved 5 ft from or towards me.
• When tracking, I also learn the exact number, size, and time since passing Wisdom is my spellcasting ability for these. [+1 Wisdom]
◆ Additional Ranger Spells (Optional Ranger 2, TCoE 57)
◆ Two Races of Humanoids (Favored Enemy, PHB 91): Human (Red Wizard), Orc (Grey orc) FEAT:

◆ Underdark (Favored Terrain, PHB 91)

FEAT:

FEAT:

FEATS

MAGIC ITEM: Rope of Climbing (Whip) [DMG 197]

This 60 ft leather rope can hold 3000 lb. As an action while I hold
NOTES one end of it, I can animate it with its command word. Then, as a
bonus action, I can command its other end to: start/stop moving
(10 ft per turn), (un)fasten itself, coil itself, or (un)knot itself (50 ft
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
length, adv. to climb it). It has AC 20, 20 HP, heals 1 HP/5 min.

MAGIC ITEM: Ring of Longstrider Attuned

This ring has 3 charges, and it regains 3 expended charges daily


at dawn. As an action while wearing the ring, I can expend 1 of
its charges to cast the Longstrider spell.

MAGIC ITEM: Clothes of Mending [XGtE 137]

This elegant outfit of traveler's clothes magically mends itself to


counteract daily wear and tear. Pieces of the outfit that are
destroyed can't be repaired in this way.

MAGIC ITEM: Earring of Message [CotN 212]

The blue crystal of this earring is wrapped with delicate copper


SUBTOTAL SUBTOTAL wire. The earring has 5 charges. While wearing it, I can use an
action to expend 1 charge and cast the Message spell. The
EXTRA EQUIPMENT
earring regains 1d4 + 1 expended charges daily at dawn.

MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12+231230 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
MAGIC ITEM: Attuned FEAT:

FEAT:

MAGIC ITEM: Attuned

FEAT:

MAGIC ITEM: Attuned

FEAT:

MAGIC ITEM: Attuned

EXTRA FEATS

FEATURE MAX RECOVER USED

MAGIC ITEM: Attuned

EXTRA LIMITED FEATURES

ACTIONS ACTIONS

MAGIC ITEM: Attuned

BONUS ACTIONS REACTIONS

MAGIC ITEM: Attuned


EXTRA ACTIONS

EXTRA MAGIC ITEMS EXTRA PROFICIENCIES


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12+231230 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Man 30 Medium 6 ft 170 lb
GENDER AGE SIZE HEIGHT WEIGHT
"Indee" Jo'nesse
Chaotic Neutral blonde/gold green fair/bronze
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Régész (archaeologist)
Egy régész a múlt elveszett és elesett kultúráiról tanul, ORGANIZATION
maradványaikat – csontjaikat, romjaikat, fennmaradt Ranger (archaeologist)
remekműveiket és sírjaikat – tanulmányozva. Azok,
akik régészettel foglalkoznak, a világ távoli sarkaiba
utaznak, hogy lerombolt városokban és elveszett
kazamatákban kutassanak, olyan tárgyakat keresve,
amelyek uralkodók és főpapok, háborúk és
kataklizmák történeteit mesélhetik el.
Kevés régész tud ellenállni egy feltáratlan rom vagy
kazamata csábításának, különösen, ha egy ilyen
helyszín legendák forrása, vagy ha a pletykák szerint
varázslók, hadvezérek vagy királyi családok kincseit és
ereklyéit rejti. Egyes régészek vagyon vagy hírnév
miatt fosztogatnak, míg mások hivatásuknak tekintik a
múlt feltárását, vagy azt, hogy megakadályozzák a SYMBOL

világ legnagyobb kincseinek rossz kezekbe kerülését.


Bármi legyen is a motivációjuk, a régészek egy
botcsinálta történész tulajdonságait ötvözik egy
kincsvadász csibész önerőből fakadó hősiességével.
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Mint Indiana Jones félelf változata. Egy pincérnőként dolgozó ember anya és napelf (sun elf) kalandor apa leszármazottja.
Meglehetősen karcsú az emberekhez képest, inkább Elhagyva, szülők nélkül nőtt fel, egy árvaház fogadta be. Itt ismerkedett meg két félelf sorstársával, akik család
sportosnak, mint izmosnak tűnik. Aranyszín szőke helyett családjává lettek.
hajjal, zöld szemmel és világos, bronzos árnyalatú
bőrszínnel bír. Régész (archaeologist)
Jo'nesse szabadtéri felszerelése jellemzően kalapból, Mielőtt kalandor lett volna, fiatal élete nagy részét a porban kúszva töltötte, kétes értékű ereklyéket lopva
bőrzekéből (fémlemezzel bélelt brigantin), táskából, kriptákból és romokból. Bár sikerült eladnia néhány felfedezését, és elég pénzt keresnie megfelelő
csizmából, ostorból és kézi nyílpuskából áll. kalandfelszerelés vásárlásához, megtartott egy tárgyat, amelynek nagy érzelmi értéke van számára.
Bár rendelkezik némi harcművészeti képességgel, a Egy fonott bőrostort, mely mint utóbb kiderült, varázslatos képességgel bír.
kézitusa során az öklét részesíti előnyben, és nem
riad vissza a piszkos harctól, ha szükségét érzi. Történelmi ismeretek (archaeologist képesség)
APPEARANCE Amikor belépsz egy romba vagy kazamatába, helyesen megállapíthatod eredeti célját, és meghatározhatod az
építőit, legyenek azok törpök, tündék, emberek, jüan-ti-k vagy valamilyen más ismert faj.
Ezenkívül meghatározhatod a több mint egy évszázados műtárgyak pénzbeli értékét is.
Modest LIFESTYLE DAILY PRICE 1 gp

Nácik... helyett Thay Vörös Varázslók.


Ideológiai alapon utálja őket, mert hatalmukat
kegyetlen rabszolga-kereskedők, démonológusok, és
misztikus kísérletezők tagjaként köszönhetik (mielőtt
a jövőben tagjaik nagy része teljes mértékben egy
élőhalott nemzet létrehozásának szentelte volna
magát.)
Fő ellenségeiként így a Thay birodalom embernépét
(a Vörös Varázslókat) és a thay-i orkokat (szürke
orkok) választotta, így elsajátította nyelvüket is. A
thayan nyelv szinte azonos a mulhorandi nyelvvel
(annak nyelvjárása), így mindkettőt beszéli.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12+231230 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

"Indee" Jo'nesse
SPELL SLOTS
CHARACTER NAME

HORIZON WALKER SPELLS Wisdom +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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
AT
WILL Produce Flame Flame 10 ft bright light; once 30 ft ranged spell attack for 2d8 Fire dmg — Conj 1a Self V,S 10 min (D) P 269

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


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
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
Zephyr Strike Moving doesn't provoke opportunity atks; once: adv. on wea atk, +1d8 Force dmg, +30 ft spd for turn — Trans 1 bns Self V Conc, 1 min X 171

2ND LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Air Bubble Create spectral globe of fresh air around a head of 1+2/SL willing creatures, lasts for the duration — Conj 1a 60 ft S 24 h SJ 22
Healing Spirit 5-ft cube; any living crea I see start/enter heals 1d6+1d6/SL HP; 1+3 (Wis) uses; bns a move it 30 ft — Conj 1 bns 60 ft V,S Conc, 1 min X 157
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260

TELEKINETIC SPELLS Wisdom +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Mage Hand Create (in)visible spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple — Conj 1a 30 ft — 1 min (D) P 256

MAGIC ITEMS SPELLS Wisdom +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


5 Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft Mƒ 1 rnd P 259

1ST LEVEL

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


3 Longstrider 1 creature's speed increases by 10 ft for the duration — Trans 1a Touch Mƒ 1h P 256

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.12+231230 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
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 v13.1.12+231230 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet

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