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Artillerist Investigator: Level & Class Player Name

The document is a character record sheet for a level 20 Artillerist in Dungeons & Dragons 5th edition, detailing the character's abilities, features, and equipment. It includes sections for saving throws, skills, actions, and magical items, along with specific class features and racial traits. The character is a gnome with various proficiencies and magical capabilities, emphasizing their role as an artificer and combat specialist.

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0% found this document useful (0 votes)
11 views10 pages

Artillerist Investigator: Level & Class Player Name

The document is a character record sheet for a level 20 Artillerist in Dungeons & Dragons 5th edition, detailing the character's abilities, features, and equipment. It includes sections for saving throws, skills, actions, and magical items, along with specific class features and racial traits. The character is a gnome with various proficiencies and magical capabilities, emphasizing their role as an artificer and combat specialist.

Uploaded by

The Bootylord
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
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Artillerist
LEVEL & CLASS PLAYER NAME

Investigator Gnome, Deep, Multiverse Add:


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0 Players Make All Rolls
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 ● 0
PRO

STR INT
Set Max HP
Armor 0 lb
STRENGTH 0 DEX WIS 0
Shield 0 lb
0 ● CON CHA 0 Stealth
MAXIMUM PROFICIENCY ARMOR Dex Medium Armor Heavy Armor
Disadvantage
RESISTANCES HIT POINTS BONUS CLASS
Magic
Misc
Temporary Hit Points: 0 Misc
DEXTERITY ARMOR
Adv. on Int/Wis/Cha saves vs.
spells; CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION
SUCCESSES LEVEL DIE USED ENCUMBERED
0 Show 2nd DC 0
20 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


30 ft SAVE DC

DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
0 ● Light ● Medium ● Shields

PRO
Heavy
PRO

Acrobatics (Dex)

0
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● Arcana (Int) 0 > Svirfneblin Camouflage PB LR Firearms
INTELLIGENCE Athletics (Str) 0 > Eldritch Cannon LR/SS 1+
LANGUAGES TOOLS & OTHERS
Deception (Cha) 0 > Common Thieves' tools
● History (Int) 0 > Gnomish Tinker's tools
● Insight (Wis) 0 > Elvish Artisan's tools
Intimidation (Cha) 0 > Dwarven Woodcarver's tools
Investigation (Int) 0 >
WISDOM
Medicine (Wis) 0 >
Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES
● Perception (Wis) 0
Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS
Persuasion (Cha) 0 > Magical Tinkering (add/remove) Eldritch Cannon (activate) < Flash of Genius <

CHARISMA Religion (Int) 0 > Eldritch Cannon (summon/dismiss) Homunculus Servant (command)< Soul of Artifice <

Sleight of Hand (Dex)0 > Cap of Water Breathing < <

Stealth (Dex) 0 > Eldritch Cannon (detonate) < <

Survival (Wis) 0 > < <

●● Thieves' tools (Dex) 0 > < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

PASSIVE WISDOM (PERCEPTION) 0 Pistol ✔ Dex 30/90 ft +0 1d10 Piercing 0 0


>
Ammunition 1d10
DESCRIPTION Above weapon's weight: 3 lb
Darkvision 120 ft
0 0
>

Above weapon's weight: 0 lb


SENSES 0 0
>
Weight per ammo: 0.075 lb Weight per ammo: 0.075 lb
NAME TOTAL NAME TOTAL Above weapon's weight: 0 lb
Bullets Bullets 0 0
>
Reload Reload
Above weapon's weight: 0 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Add Features
Artillerist, level 20:
◆ Magical Tinkering (Artificer 1, E:RLW 55) [Intelligence modifier of active objects]
As an action, I use thieves/artisan's tools to give 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
If I instill a property in more objects than I can have active, the oldest loses its property PERSONALITY TRAITS
◆ Spellcasting (Artificer 1, E:RLW 55) [4 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
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another IDEALS
◆ Infuse Item (Artificer 2, E:RLW 57) []
Use the "Choose Feature" button above to add Artificer Infusions to the third page
◆ The Right Tool for the Job (Artificer 3, E:RLW 57) [using thieves' or artisan's tools]
In 1 hour (during a rest) I can create a set of artisan's tools that last until I do so again
◆ Eldritch Cannon (Artillerist 3, E:RLW 59) [create 2 cannons, 1× per long rest or SS 1+]
BONDS
As an action, I can use woodcarver's or smith's tools to create an eldritch cannon in 5 ft
I can do this once per long rest, or by expending a spell slot (SS 1+) to create one cannon
I decide its size (Small/Tiny), appearance, type: flamethrower, force ballista, or protector
It disappears after 1 hour, when reduced to 0 HP, or if I dismiss it as an action
As a bonus action when within 60 ft of it, I can activate it to move and do its action
FLAWS
I can't have multiple cannons; Select "Eldritch Cannon" on a companion page for its stats
◆ Arcane Firearm (Artillerist 5, E:RLW 59) [lasts until I use this feature again]
After a long rest, I can use woodcarver's tools to enhance a wand, staff, or rod
If I use this as my spellcasting focus for an artificer spell, I add +1d8 to one damage roll Feature Name: Watcher's Eye
◆ Tool Expertise (Artificer 6, E:RLW 57) [expertise with all tools I'm proficient with]
My experience in enforcing the law, and dealing with lawbreakers,
◆ Flash of Genius (Artificer 7, E:RLW 57) [Intelligence modifier per long rest]
gives me a feel for local laws and criminals. I can easily find the local
As a reaction when I or another in 30 ft make a check/save, I can add my Int mod to it
outpost of the watch, guards or a similar organization, and just as
◆ Explosive Cannon (Artillerist 9, E:RLW 60)
easily pick out the dens of criminal activity in a community. I am far
My eldritch cannons deal +1d8 damage; As an action, I can detonate a cannon in 60 ft
more likely to be welcome in the former locations rather than the
◆ Magic Item Adept (Artificer 10, E:RLW 57)
latter, however.
It takes me half the normal time and gold to craft common and uncommon magic items
BACKGROUND FEATURE
◆ Spell-Storing Item (Artificer 11, E:RLW 58) [cast stored spell, 2× Int mod per long rest]
When I finish a long rest, I can infuse a 1st-/2nd-level artificer spell into an item I touch
It has to be a weapon or spellcasting focus for me; Stored spells are lost if I do this again Svirfneblin (my creature type is humanoid, gnome)
The spell must have a casting time of 1 action, but I need not have it prepared • Svirfneblin Camouflage: Proficiency bonus per long rest, I can gain
A creature holding an infused item can use an action to cast the spell, using my abilities adv. on Stealth checks.
◆ Magic Item Savant (Artificer 14, E:RLW 58) [ignore class/race/spell/level attune require.] • Gnomish Magic Resistance: I have advantage on Int, Wis, and Cha
◆ Fortified Position (Artillerist 15, E:RLW 60) [cannons grant half cover in 10 ft to allies] saves vs. spells.
I can now have two cannons at the same time and activate both with one bonus action • Gift of the Svirfneblin: At 3rd level, I can cast Disguise Self once
I can create 2 eldritch cannons with the same action (still only one with a spell slot) per long rest without a spell slot. At 5th level, I can cast
◆ Soul of Artifice (Artificer 20, E:RLW 58) [+1 on all saves per attuned magic item] Nondetection once per long rest without a spell slot or material
As a reaction when I'm reduced to 0 HP, I can end one infusion to drop to 1 HP instead components. I can also cast each spell using spell slots as normal.
Int, Wis, or Cha is my spellcasting ability for these (one-time choice).
CLASS FEATURES RACIAL TRAITS

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
> > > Carrying
CARRYING
HEAVILY CAPACITY
ENCUMBERED Capacity
> > > Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL SUBTOTAL SUBTOTAL
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
◆ Infuse Item (Artificer 2, E:RLW 57) [12 infusions known; max 6 infused items]
When I finish a long rest, I can turn nonmagical objects into magic items using my infusions > FEAT: Gunner [TCoE 80]
I can attune to it immediately; If I infuse too many items, the oldest loses its magic I gain proficiency with firearms. I ignore the loading property of
The infusion lasts until my death + my Int mod in days, but ends if I unlearn the infusion firearms. I don't suffer disadvantage on ranged attack rolls for
Each infusion can only be used in one item at a time and only in appropriate items being within 5 ft of a hostile creature. [+1 Dexterity]
Whenever I gain an artificer level, I can replace an infusion I know with another
I can use an infused item as a spellcasting focus
◆ [Meta] Don't alter spell sheets (Artificer Spellcasting, E:RLW 55)
The automation will not add Mƒ to each artificer spell on the generated spell sheets > FEAT:

◆ Cap of Water Breathing (Artificer Infusion, DMG 157)


◆ Enhanced Defense (Artificer Infusion, E:RLW 62) [armor/shield; +2 magical]
◆ Armor of Magical Strength (Artificer Infusion, TCoE 20) [suit of armor; requires attunement]
The armor has 6 charges, regaining 1d6 expended charges daily at dawn
As a reaction when being knocked prone, the wearer can use 1 charge to not be prone
When making a Str check/save, the wearer can use 1 charge to add its Int mod to the roll
◆ Homunculus Servant (Artificer Infusion, E:RLW 62) [gem or crystal of 100+ gp] > FEAT:
The item I infuse becomes the heart of a homunculus that immediately forms around it
I determine its appearance; It is friendly to me and my allies and obeys my commands
See "Homunculus Servant" on a companion page to see its game statistics

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Armor of Magical Strength 5 lb


The armor has 6 charges, regaining 1d6 expended charges daily
NOTES at dawn. As a reaction when being knocked prone, the wearer
can use 1 charge to not be prone. When making a Str
check/save, the wearer can use 1 charge to add its Int mod to
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
the roll.
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Cap of Water Breathing [DMG 157] 0 lb
> <
> < While wearing this cap underwater, I can speak its command
> < word as an action to create a bubble of air around my head. It
> < allows me to breathe normally underwater. This bubble stays
> < with me until I speak the command word again, the cap is
> < removed, or I am no longer underwater.
> <
> <
> MAGIC ITEM: 20 lb
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Small
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Companion Options

Eldritch Cannon Small


RACE SIZE HEIGHT WEIGHT

Object
TYPE AGE GENDER ALIGNMENT
OBJECT
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 0 0 0 Temporary HP: SUCCESSES
PRO

STR INT

18
Set Max HP
STRENGTH
0 0 DEX 0 WIS 0

0 0 0 CON 0 CHA 0 ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

10
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
0 Flamethrower ✔ Int 15-ft cone +0 2d8 Fire 0 0
15 ft,
0
DEXTERITY >

0
Dex save, success - half damage; Unattended flammable objects ignite 2d8
climb 15 ft DESCRIPTION 0 lb

INITIATIVE SPEED
Force Ballista ✔ Int 120 ft +0 2d8 Force 0 0
>
10 LEVEL USED Creature hit is pushed 5 ft away 2d8

0
0 lb

Detonate LVL 9 ✔ Int 20-ft radius +0 3d8 Force 0 0


DIE >
CONSTITUTION
HIT DICE
ATTACKS
PER ACTION
Dex save, success - half damage; Destroys cannon 3d8

0
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
◆ Damage Immunities: poison, psychic. ◆ Creator: As an object, the cannon only acts when
10 0 0
PRO

Acrobatics (Dex)
◆ Healing: The cannon regains 2d6 HP activated by its creator, uses its creator's artificer spell
0 0
Animal Handling (Wis)
whenever Mending is cast on it. attack and save DC, and has five times the artificer level in
0 Arcana (Int) 0
INTELLIGENCE ◆ Cannon Type: Upon creation, the creator HP. It disappears after 1 hour, when reduced to 0 HP, or
0 0
0
Athletics (Str)
decides what type of cannon it is: when its creator dismisses it as an action.
0 Deception (Cha) 0 Flamethrower, Force Ballista, or Protector. ◆ Activation: The creator of the cannon can activate it as a
0 History (Int) 0 What feature/attack it can use depends on bonus action while within 60 ft of it. Once activated, the
10 0 Insight (Wis) 0 its type. cannon does as instructed, moves and uses the action
◆ Protector: The cannon emits a burst of associated with its type: flamethrower attack, force ballista
0 Intimidation (Cha) 0
positive energy that grants itself and each attack, or protector feature.
WISDOM
0 Investigation (Int) 0 creature of its creator's choice within 10 ft ◆ Detonate (Artillerist 9): The creator of the cannon, can

0 0
0
Medicine (Wis)
Nature (Int)
0
0
of it a number of temporary hit points
equal to 1d8 + its creator's Intelligence
use an action to detonate the cannon when within 60 ft of
it, see the attack section. The cannon's attacks now deal
0 0 modifier (minimum of +1). 3d8 damage.
10 Perception (Wis)
◆ Shimmering Field (Artillerist 15): The creator of the
0 Performance (Cha) 0
cannon and their allies have half cover while within 10 ft
CHARISMA 0 Persuasion (Cha) 0
of the cannon.

0
0 Religion (Int) 0 FEATURES TRAITS
0 Sleight of Hand (Dex)0

0 Stealth (Dex) 0
10
0 Survival (Wis) 0
SKILLS

10 PASSIVE WISDOM (PERCEPTION) 0

SENSES

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Companion Options

Homunculus Servant Tiny


RACE SIZE HEIGHT WEIGHT

Construct Neutral
TYPE AGE GENDER ALIGNMENT
CONSTRUCT
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 -3 STR 0 0 Temporary HP: SUCCESSES
PRO

INT

13 2
Set Max HP
STRENGTH
0 ● +2 DEX 0 WIS 0

-3 0 +1 CON -2 CHA 0 ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

4
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
0 Force Strike ✔ Int 30 ft +0 1d4 Force 0 Prof
20 ft,
+2
DEXTERITY >

+2
1d4
fly 30 ft DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
>
15 LEVEL USED

1
0 lb

0 0
DIE d4+1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

+1
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
◆ Damage Immunities: poison. ◆ Channel Magic: As a reaction, the homunculus delivers a
12 +2 Acrobatics (Dex) 0
PRO

◆ Condition Immunities: exhaustion, spell cast by its creator that has a range of touch. The
0 0
Animal Handling (Wis)
poisoned. homunculus must be within 120 ft of its creator to do so.
0 Arcana (Int) 0
INTELLIGENCE ◆ Languages: understands the languages ◆ Healing: The homunculus regains 2d6 hit points
-3 Athletics (Str) 0
0 -2 Deception (Cha) 0
of its creator but can't speak.
◆ Creator: The homunculus obeys the
whenever the Mending spell is cast on it. Its HP total is
equal to 1 + its creator's artificer level + its creator's
0 History (Int) 0 commands of its creator and has the same Intelligence modifier. If it or its creator dies, the
10 0 Insight (Wis) 0 proficiency bonus. It takes its turn homunculus vanishes, leaving its heart in its space.
immediately after its creator, on the same ◆ Evasion: If the homunculus is subjected to an effect that
-2 Intimidation (Cha) 0
initiative count. It can move and take allows it to make a Dexterity saving throw to take only
WISDOM
0 Investigation (Int) 0 reactions on its own, but only takes the half damage, it instead takes no damage if it succeeds on

0 0
0
Medicine (Wis)
Nature (Int)
0
0
Dodge action on its turn unless its creator
takes a bonus action to command it to
the saving throw, and only half damage if it fails. It can't
use this trait if it's incapacitated.
0 0 take another action. If its creator is
10 ●● Perception (Wis)
incapacitated, it can take any action, not
-2 Performance (Cha) 0
just Dodge.
CHARISMA -2 Persuasion (Cha) 0

-2
0 Religion (Int) 0 FEATURES TRAITS
+2 Sleight of Hand (Dex)0
● +2 Stealth (Dex) 0
7
0 Survival (Wis) 0
SKILLS

10 PASSIVE WISDOM (PERCEPTION) 0

Darkvision 60 ft

SENSES

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); 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

SPELL SLOTS 0 0 0 0
CHARACTER NAME

ARTIFICER SPELLS
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
0 0 0

CANTRIPS (0 LEVEL)

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


Acid Splash 1 crea or 2 crea within 5 ft of each other save or 1d6 Acid dmg; +1d6 at CL 5, 11, and 17 Dex Conj 1a 60 ft V,S Instantaneous P 211
Booming Blade Melee wea atk with cast; hit: 0d8 Thunder dmg, if it moves next round +1d8; +1d8 at CL5, 11, & 17 — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Create Bonfire 5-ft cube all crea now/enter/end turn save or 1d8 Fire dmg; ignites flammable; +1d8 at CL 5/11/17 Dex Conj 1a 60 ft V,S Conc, 1 min X 152
Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 230
Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 — Evoc 1a 120 ft V,S Instantaneous P 241
Frostbite 1 crea save or 1d6 Cold dmg and dis. on next weapon attack roll; +1d6 at CL 5, 11, and 17 Con Evoc 1a 60 ft V,S Instantaneous X 156
Green-Flame Blade Melee wea atk with cast; hit: 0d8 Fire dmg, 1 crea in 5 ft 0d8+spell mod Fire dmg; +1d8 CL5/11/17 — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
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
Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
Lightning Lure 1 crea in 15 ft save or pulled 10 ft to me; if it ends in 5 ft, 1d8 Lightning dmg; +1d8 at CL 5, 11, & 17 Str Evoc 1a S:15-ft rad V Instantaneous T 107
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 1 min (D) P 256
Magic Stone Imbue 3 pebbles for spell attacks, thrown 60 ft or with sling, do 1d6+spellcasting mod Bludg. dmg — Trans 1 bns Touch V,S 1 min X 160
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,M Instantaneous P 259
Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
Poison Spray 1 creature save or 1d12 Poison dmg; +1d12 at CL 5, 11, and 17 Con Conj 1a 10 ft V,S Instantaneous P 266
Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of my next turn; +1d8 at CL 5, 11, and 17 — Evoc 1a 60 ft V,S Instantaneous P 271
Resistance 1 willing crea can add 1d4 to one saving throw after rolling, once during the duration — Abjur 1a Touch V,S,M Conc, 1 min P 272
Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 — Evoc 1a Touch V,S Instantaneous P 275
Spare the Dying 1 living creature with 0 current HP becomes stable — Necro 1a Touch V,S Instantaneous P 277
Sword Burst All crea in range save or 1d6 Force damage; +1d6 at CL 5, 11, and 17 Dex Conj 1a S:5-ft rad V Instantaneous T 115
Thorn Whip Melee spell atk for 1d6 Piercing dmg and pull crea up to 10 ft towards me; +1d6 at CL 5, 11, and 17 — Trans 1a 30 ft V,S,M Instantaneous P 282
Thunderclap 100-ft rad audible; all crea but me in area save or 1d6 Thunder dmg; +1d6 at CL 5, 11, and 17 Con Evoc 1a 5 ft S Instantaneous X 168
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___

1ST LEVEL

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


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self S 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,M 8 h P 211
Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if crea hit, save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 60 ft S Instantaneous X 150
Cure Wounds 1 living creature heals 1d8+1d8/SL+spellcasting ability modifier 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
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 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 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 Conc, 1 min P 239
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,M 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,M 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,M 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,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
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
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 S,M† 8 h, till trigger X 165
Tasha's Caustic Brew 30-ft long 5-ft wide all save or 2d4+2d4/SL Acid dmg at start of turn; action to clean self or adjacent Dex Evoc 1a S:30-ft line V,S,M Conc, 1 min T 115
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign); Spell Sheet 1/3 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

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,M 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 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 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,M 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,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
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
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
Kinetic Jaunt +10 ft walk spd; provoke no opportunity atks; move through crea space, counts not as difficult terrain — Trans 1 bns Self S Conc, 1 min SC 37
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S 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,M 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 Conc, 1 h P 257
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
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 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,M 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,M 1 h P 274
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
Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free — Trans 1a Touch V,S,M Conc, 1 h P 277
Vortex Warp 1 crea save or teleported to a sufficiently empty space of my choice within range; +30 ft/SL range Con Conj 1a 90 ft V,S Instantaneous SC 38
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,M Conc, 1 h P 287
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3RD LEVEL

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


Ashardalon's Stride +20+5/SL ft speed; provoke no opp atks for moving; all crea/obj in 5 ft of path 1d6+1d6/SL Fire dmg — Trans 1 bns Self V,S Conc, 1 min FD 19
Blink 50% chance every turn to travel to Ethereal Plane and return to an empty space within 10 ft next turn — Trans 1a Self V,S 1 min (D) P 219
Catnap 3+1/SL willing crea unconscious for 10 min to gain benefits of short rest; Ends if dmg or 1 a to wake — Ench 1a 30 ft S,M 10 min X 151
Create Food and Water Create 45 pounds of food and 30 gallons of water; enough for 15 humanoids or 5 steeds for 24h — Conj 1a 30 ft V,S Instantaneous P 229
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL spellcasting ability check — 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
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
Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min P 243
Glyph of Warding Create a glyph that triggers on set condition; Int(Investigation) vs. Spell DC; see book (200gp cons.) — Abjur 1h Touch V,S,M† Till triggered P 245
Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250
Intellect Fortress 1+1/SL crea, each max 30 ft apart, has Psychic damage resistance and adv. on Int, Wis, and Cha saves — Abjur 1a 30 ft V Conc, 1 h T 107
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 creature's body that has died in the last min to life with 1 HP (300gp cons.) — Necro 1a Touch V,S,M† Instantaneous P 272
Tiny Servant Animate 1+2/SL Tiny, nonmagical, unattended obj as tiny servants; bns a to command telepathically — Trans 1 min Touch V,S 8h X 168
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
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4TH LEVEL

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


Arcane Eye Create invisible, moving (unlimited range, 30 ft/rnd) 1" magic eye with darkvision I see through — Div 1a 30 ft V,S,M Conc, 1 h P 214
Elemental Bane 1+1/SL crea, each max 30 ft apart, save or 1 energy: lose resist. to it & +2d6 to first dmg with it/turn Con Trans 1a 90 ft V,S Conc, 1 min X 155
Fabricate Create simple object from raw materials; or complex object if proficient in the appropriate tools — Trans 10 min 120 ft V,S Instantaneous P 239
Freedom of Movement 1 willing crea; magic cannot reduce speed, paralyze, restrain; use 5 ft to escape nonmagical restraints — Abjur 1a Touch V,S,M 1 h P 244
Leomund's Secret Chest Hide chest with content in Ethereal Plane for 60 days, after that chance of loss; 1 a reappear (5050gp) — Conj 1a Touch V,S,Mƒ Instantaneous P 254
Mor. Faithful Hound Invisible, immobile dog does melee spell atk for 4d8 Piercing dmg; sees invisible/ethereal; see book — Conj 1a 30 ft V,S,M 8 h (D) P 261
Mor. Private Sanctum Up to 100+100/SL ft cube is magically secured in chosen way; see book — Abjur 10 min 120 ft V,S,M 24 h (D) P 262
Otiluke's Resilient Sphere 1 crea/obj up to Large save or enclosed in impenetrable sphere; can be moved as hamsterball Dex Evoc 1a 30 ft V,S,M Conc, 1 min P 264
Stone Shape Form 5 cu ft of stone into any shape; can have up to two hinges and a latch, but no finer mechanisms — Trans 1a Touch V,S,M Instantaneous P 278
Stoneskin 1 willing crea resistance to nonmagical Bludgeoning, Piercing, and Slashing dmg (100gp cons.) — Abjur 1a Touch V,S,M† Conc, 1 h P 278
Summon Construct Summon choice of Construct Spirit; obeys commands; takes turn after mine; vanishes at 0 hp (400gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 111
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign); Spell Sheet 2/3 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

5TH LEVEL

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


Animate Objects 10+2/SL nonmagical objects not worn or carried; bns a command within 500 ft; see book — Trans 1a 120 ft V,S Conc, 1 min P 213
Bigby's Hand Large hand attacks, pushes, grapples or shields, see book; AC 20, my max HP; bns a move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 218
Creation Create a nonliving object up to a 5+5/SL-ft cube of vegetable matter, stone, metal, gems or rare metals — Illus 1 min 30 ft V,S,M Special P 229
Greater Restoration Reduce exhaustion or end charm, petrify, curse, stat or max HP reduction (100gp cons.) — Abjur 1a Touch V,S,M† Instantaneous P 246
Skill Empowerment 1 willing creature gains expertise in one skill of my choice that it is proficient with for the duration — Trans 1a Touch V,S Conc, 1 h X 165
Transmute Rock 40 cu ft stone to mud or mud to stone; mud and stone restrains; mud from ceiling falls; see book — Trans 1a 120 ft V,S,M Until dispelled X 169
Wall of Stone 10 10×10-ft panels 6" thick wall connected with existing stone; half thickness, double surface; see B — Evoc 1a 120 ft V,S,M Conc, 10 min P 287
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(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 SJ Spelljammer: Adventures in Space
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area SR System Reference Document
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting T Tasha’s Cauldron of Everything
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting UA Unearthed Arcana
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware W Explorer’s Guide to Wildemount
up to 1 minute X Xanathar’s Guide to Everything
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4+221130 (Printer Friendly - Redesign); Spell Sheet 3/3 Made by Joost Wijnen (mpmb@flapkan.com); 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 v13.1.4+221130 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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