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D&D 5E Character Record Sheet

The document is a character record sheet for a Dungeons & Dragons 5th edition player named Noland Rimbeldon the 3rd, a level 5 Gnome Armorer with various abilities and equipment. It details his attributes, skills, spells, and magical items, including a Bag of Holding and a Hat of Vermin. Additionally, it includes information about his background, personality traits, and adventuring gear.

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0% found this document useful (0 votes)
8 views8 pages

D&D 5E Character Record Sheet

The document is a character record sheet for a Dungeons & Dragons 5th edition player named Noland Rimbeldon the 3rd, a level 5 Gnome Armorer with various abilities and equipment. It details his attributes, skills, spells, and magical items, including a Bag of Holding and a Hat of Vermin. Additionally, it includes information about his background, personality traits, and adventuring gear.

Uploaded by

jo jojo
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

5 Armorer
LEVEL & CLASS PLAYER NAME
Noland Rimbeldon the 3rd
CLICK HERE
TO CHANGE
THIS ICON

Guild Artisan Gnome, Rock 6,500 Add: 14,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR ● +7 INT
PRO

15 Armor +1 Scale Mail

43 +3 16
Set Max HP
STRENGTH +1 DEX +1 WIS
Shield

-1 ● +6 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 1 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
8 Misc
Temporary Hit Points: Misc 1d4 inspiració a infinit temps
DEXTERITY
Adv. on Int/Wis/Cha saves vs. +1 ARMOR

+1 magic CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

13 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
5 d8+3 1 15 ft

CONSTITUTION SAVING THROWS FAILURES


25 ft 15 ABILITY
SAVE DC
INTELLIGENCE

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO

PRO

16 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
+4 Arcana (Int) > Defensive Field: Guardian 3 LR Firearms
INTELLIGENCE -1 Athletics (Str) > Hat of Vermin 3 Dawn LANGUAGES TOOLS & OTHERS

+4
0 Deception (Cha) > Elf Alchemist's tools
+4 History (Int) > Common Thieves' tools
● +4 Insight (Wis) Gnomish Tinker's tools
18
>

0 Intimidation (Cha) > Smith's tools


+4 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+1 Perception (Wis)
12 ● +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +3 Persuasion (Cha) > Attack (2 attacks per action) Retract Helmet < <

CHARISMA +4 Religion (Int) > Magical Tinkering (add/remove) Defensive Field (Guardian Model)< <

0 +1 Sleight of Hand (Dex) > Arcane Armor < <

+1 Stealth (Dex) [disadv.] > Don/Doff Arcane Armor < <

+1 Survival (Wis) > Bag of Holding (retrieve item) < <


10
● +4 Thieves' tools (Dex) > Hat of Vermin < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Thunder Gauntlets ✔ Int Melee +7 1d8+4 Thunder


>
Target hit disadv. on attacks vs. others than me until my next turn starts
DESCRIPTION
Darkvision 60 ft
Light Crossbow ✔ Dex 80/320 ft +4 1d8+1 Piercing
>
Ammunition, loading, two-handed
SENSES Mace ✔ Str Melee +2 1d6-1 Bludgeoning
>

NAME TOTAL NAME TOTAL


Bolts 20 Bolts 20 Dagger ✔ Dex Melee, 20/60 ft +4 1d4+1 Piercing
>
Reload Reload Finesse, light, thrown

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Armorer, level 5:
◆ Magical Tinkering (Artificer 1, TCoE 11) [Intelligence modifier of active objects]
As an action, I use tinker's or theives' tools to give max 1 property to a nonmagical tiny
object:
• Emit light (5-ft radius bright light, equal dim), an odor, or a nonverbal sound
• Static visual effect on one surface, or emit a 6-second recorded message when tapped PERSONALITY TRAITS
If I instill a property in more objects than I can have active, the oldest loses its property
◆ Spellcasting (Artificer 1, TCoE 11) [2 cantrips known]
I can cast prepared artificer cantrips/spells, using Intelligence as my spellcasting ability
To cast, I must use thieves' or artisan's tools I'm proficient with as a spellcasting focus
I can cast my prepared artificer spells as rituals if they have the ritual tag IDEALS
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another
◆ Infuse Item (Artificer 2, TCoE 12) [4 infusions known; max 2 infused items]
Use the "Choose Feature" button above to add Artificer Infusions to the third page
◆ The Right Tool for the Job (Artificer 3, TCoE 13)
In 1 hour (during a rest) I can create a set of artisan's tools that last until I do so again
BONDS
◆ Arcane Armor (Armorer 3, TCoE 1)
As an action, I can use smith's tool to turn a suit of heavy armor into arcane armor
It continues to be power armor until I doff it, don another armor, or I die
It can't be removed against my will, covers entire body, and even replaces missing limbs
I ignore the Strength requirement of power armor and can use it as a spellcasting focus
FLAWS
I can don/doff the armor as an action, and retract the helmet as a bonus action
◆ Armor Model: Guardian Scale Mail (Armorer 3, TCoE 2) [5 temp HP; see notes page]
Both fists are Thunder Gauntlets, simple melee weapons that distract those hit by it
As a bonus action, I can activate a defensive shield to gain my artificer level in temp HP Feature Name: Guild Membership
◆ Tools of the Trade (Armorer 3, TCoE 1) [proficient with heavy armor & smith's tools]
5 gp membership fees per month: The guild offers lodging if
possible. In case of being accused of a crime, the guild will support
me if a good case can be made for my innocence or the crime is
justifiable. I can also gain access to powerful political figures
through the guild, as long as I'm in good standing and the guild is
paid enough.
BACKGROUND FEATURE

Rock Gnome (+1 Constitution, +2 Intelligence)


Artificer's Lore: Add twice my proficiency bonus to Intelligence
(History) checks with magic, alchemical, and technological items.
Tinker: Construct a Tiny clockwork device (AC 5, 1 HP) using tinker's
tools, 1 hour, and 10 gp of material components, that functions for
24 hours. I can have up to 3 active.
- Clockwork Toy: animal, monster, or person that can move 5 ft per
turn in a random direction, making appropriate noises;
- Fire Starter: 1 action to produce miniature flame to light things;
- Music Box: plays single song at a moderate volume.
CLASS FEATURES RACIAL TRAITS

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


CP
> Backpack, with: 5 > > Common clothes 3
> - Bedroll 7 > > Token from my parents
>
>
- Costumes
- Candles
2
20
4 >
>
>
>
Pet mouse
Belt pouch (with coins)
0.1
1
60 SP

> - Rations, days of 5 2 > > Leather armor 10


EP
> - Waterskin 5 > > Rapier 1 2
> - Disguise kit 3 > >
>
>
- Map of the city
- Small knife 0.5
>
>
>
>
21 GP

> - Thieves' tools 1 > >


PP
> - Lute 2 > >
> black tophat > >
WEIGHT CARRIED
> Black coat > >
89.2 lb
> Torch 30 1 > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 71.5 SUBTOTAL SUBTOTAL 16.1 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Design inspired by Wizards of the Coast character sheet
3 llibres en blanc que valen 25 or cada un
3 agatas que valen 10 or i una peça de tela negra. > FEAT:

pedaç que val 50 or

scroll bless
scroll spiritual weapon
scroll protection from poison
> FEAT:
propietat casa
propietat moli de vent
testament en que deixen tot als criajos

cuadre familia durst i cuadre pares durst (

cadavers fills durst. i de la nanny > FEAT:


◆ Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
When I finish a long rest, I can turn nonmagical objects into magic items using my infusions
I can attune to it immediately; If I infuse too many items, the oldest loses its magic
The infusion lasts until my death + my Int mod in days, but ends if I unlearn the infusion
Each infusion can only be used in one item at a time and only in appropriate items
Whenever I gain an artificer level, I can replace an infusion I know with another
“If an infusion ends on a container (like a bag of holding) its contents harmlessly appear in > FEAT:
and around its space
I can use an infused item as a spellcasting focus
◆ Bag of Holding (Artificer Infusion, DMG 153)
◆ Enhanced Defense (Artificer Infusion, TCoE 21) [armor/shield; +1 magical]
◆ Hat of Vermin (Artificer Infusion, XGtE 137)
◆ Alchemy Jug (Artificer Infusion, DMG 150)
FEATS

> MAGIC ITEM: Bag of Holding [DMG 153]

This bag is 2 ft in diameter at the mouth, 4 ft deep, and 15 lb


NOTES regardless of content. It can hold up to 500 lb, not exceeding a
volume of 64 cu ft. Retrieving an item from it requires an action.
If it's overloaded, pierced, or torn, it's destroyed with its contents
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
in the Astral plane. If turned inside out, all its contents spill forth.
> <
> <
> MAGIC ITEM: Armor +1 (Scale Mail) [DMG 152]
> <
I have a +1 bonus to AC while wearing this scale mail armor.
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Hat of Vermin [XGtE 137]
> <
> < This hat has 3 charges, regaining all at dawn. As an action while
> < holding it, I can expend 1 charge and speak a command word to
> < have one bat, frog, or rat appear in the hat. The creature acts as
> < and ordinary member of its kind and disappears after 1 hour or
> < when it has 0 HP. It is not under my control.
> <
> MAGIC ITEM: Alchemy Jug [DMG 150]
> <
> < As an action, command the jug to produce liquid; or an action to
SUBTOTAL SUBTOTAL uncorked it and pour 2 gal/min. After producing, it only makes
the same up to its max, until next dawn. Oil (1 qt), acid (8 fl oz),
EXTRA EQUIPMENT
basic poison (1/2 fl oz), beer (4 gal), honey/wine (1 gal), fresh
water (8 gal), mayonnaise/vinegar (2 gal), salt water (12 gal).

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Design inspired by Wizards of the Coast character sheet
Small
Noland Rimbeldon the 3rd
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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TO CHANGE
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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Design inspired by Wizards of the Coast character sheet
Companion Options

Rat Tiny
RACE SIZE HEIGHT WEIGHT

Beast Unaligned
TYPE AGE GENDER ALIGNMENT
COMPANION
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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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Design inspired by Wizards of the Coast character sheet
Notes Page Options

◆ Power Armor Model Features (Armorer 3, TCoE 2)


I can customize my power armor to the guardian or infiltrator model whenever I
finish a short or long rest, provided I have smith’s tools in hand.
Each model includes a special weapon. When I attack with that weapon, I can
use my Intelligence modifier, instead of Strength or Dexterity, for the attack and
damage rolls.

◆ Guardian Power Armor (Armorer 3, TCoE 2)


• Thunder Gauntlets: The armored fists of the guardian power armor each count
as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A
creature hit by the gauntlet has disadvantage on attack rolls against targets other
than me until the start of me next turn, as the armor magically emits a distracting
pulse when the creature attacks someone else.
• Defensive Field: As a bonus action, you can gain temporary hit points equal to
your level in this class, replacing any temporary hit points you already have. You
lose these temporary hit points if you doff the armor. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

◆ Infiltrator Power Armor (Armorer 3, TCoE 2)


• Lightning Launcher: A gemlike node on one of the armored fists or on the
chest (my choice) counts as a simple ranged weapon, with a normal range of 90 ft
and a long range of 300 ft. It deals 1d6 lightning damage on a hit. Once on each
of my turns when I hit a creature with it, I can deal an extra 1d6 lightning damage
to that target.
• Powered Steps: My walking speed increases by 5 feet.
• Dampening Field: I have advantage on Dexterity (Stealth) checks. If the armor
normally imposes disadvantage on such checks, the advantage and disadvantage
cancel each other, as normal.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

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

Noland Rimbeldon the 3rd


SPELL SLOTS
CHARACTER NAME

ARMORER SPELLS Intelligence 6 +7 DC 15


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 Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S,Mƒ 1 min (D) P 256
AT
WILL Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,Mƒ Instantaneous P 259

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,Mƒ 1 rnd X 150
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,Mƒ 8 h P 211
Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if hits crea, save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 60 ft S,Mƒ Instantaneous X 150
Cure Wounds 1 living creature heals 1d8+1d8/SL+spellcasting ability modifier HP — Evoc 1a Touch V,S,Mƒ 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,Mƒ Conc, 10 min P 231
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S,Mƒ 1 h (D) P 233
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S,Mƒ Conc, 10 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,Mƒ Conc, 1 min P 239
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,Mƒ 1 h P 239
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,Mƒ 1 min P 239
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,Mƒ 1 min P 246
Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) — Div 1 min Touch V,S,Mƒ Instantaneous P 252
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,Mƒ 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,Mƒ 1 h P 256
) Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S,Mƒ Instantaneous P 257
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,Mƒ 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,Mƒ 1 min P 272
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
Tasha's Caustic Brew Crea in line save or 2d4+2d4/SL Acid dmg at start of turn; action remove from self or adjacent crea — Evoc 1a 30-ft line V,S,Mƒ Conc, 1 min T 115
) Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S,Mƒ Instantaneous P 282

2ND LEVEL

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


Aid 3 creatures gain 5+5/SL current HP and HP max for the duration — Abjur 1a 30 ft V,S,Mƒ 8 h P 211
Alter Self Change appearance, gain +1 magical 1d6 natural weapons, or water breathing and swim spd — Trans 1a Self V,S,Mƒ Conc, 1 h P 211
Arcane Lock Entryway locked; password or designated crea opens; +10 DC break/pick lock (25gp cons.) — Abjur 1a Touch V,S,M† Till dispelled P 215
Blur Enemies have dis. on attacks vs. me; no effect against crea without vision or immune to illus. — Illus 1a Self V,Mƒ Conc, 1 min P 219
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,Mƒ 8 h P 230
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch V,S,Mƒ 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,Mƒ Conc, 1 min P 237
Heat Metal 1 metal obj 2d8+1d8/SL Fire dmg to touch; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,Mƒ Conc, 1 min P 250
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,Mƒ Conc, 1 h P 254
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S,Mƒ Instantaneous P 255
Levitate 1 crea/obj up to 500 lb save or rise vertically, up to 20 ft; 1 a (move a if self) move up/down 20 ft Con Trans 1a 60 ft V,S,Mƒ Conc, 10 min P 255
Magic Mouth (R) Implant a 25 word message in an object that is uttered on chosen trigger condition (10gp cons.) — Illus 1 min 30 ft V,S,M† Till dispelled P 257
Magic Weapon 1 nonmagical weapon becomes magical with +1 bonus to attack and damage; SL4: +2, SL6: +3 — Trans 1 bns Touch V,S,Mƒ Conc, 1 h P 257
) Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S,Mƒ 1 min (D) P 260
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,Mƒ 1 h P 270
Pyrotechnics 5 cu ft nonma. flame extinguish, or 10-ft rad all crea save or blind 1 rnd, or 20-ft rad hvy obsc. 1 min Con Trans 1a 60 ft V,S,Mƒ Instantaneous X 163
Rope Trick Rope up to 60 ft stands vertical; extradimens. space with invisible 3×5 ft entrance at top, for 8 crea — Trans 1a Touch V,S,Mƒ 1 h P 272
See Invisibility See invisible/ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent — Div 1a Self V,S,Mƒ 1 h P 274
) Shatter 10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg Con Evoc 1a 60 ft V,S,Mƒ Instantaneous P 275
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,Mƒ Conc, 1 h X 165
Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free — Trans 1a Touch V,S,Mƒ Conc, 1 h P 277
Web 20-ft cube, anchored, all save or restrained; dif. ter.; lightly obscures; Str check vs. Spell DC to free Dex Conj 1a 60 ft V,S,Mƒ Conc, 1 h P 287
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.5 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@[Link]); 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 v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@[Link]); Design inspired by Wizards of the Coast character sheet

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