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Turus: 1 Wizard Cole Acolyte Human

Turus is a level 1 human wizard. As a wizard, he can cast arcane spells which are prepared from his spellbook. He has proficiency in skills such as Arcana, History, Investigation, and Religion due to his high intelligence. Turus also has the Lucky feat, allowing him to reroll attack rolls, ability checks, and saving throws three times per day. He carries common adventuring gear and weapons suitable for a wizard such as a quarterstaff. His familiar Fu, a rat, assists him with its keen sense of smell.

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

Turus: 1 Wizard Cole Acolyte Human

Turus is a level 1 human wizard. As a wizard, he can cast arcane spells which are prepared from his spellbook. He has proficiency in skills such as Arcana, History, Investigation, and Religion due to his high intelligence. Turus also has the Lucky feat, allowing him to reroll attack rolls, ability checks, and saving throws three times per day. He carries common adventuring gear and weapons suitable for a wizard such as a quarterstaff. His familiar Fu, a rat, assists him with its keen sense of smell.

Uploaded by

Anonymous iIXY8L
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© © All Rights Reserved
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Show extra features

1 Wizard

Turus

CLICK HERE
TO CHANGE
THIS ICON

PRO

+1 CON

+2

Set Max HP

CHA

MAXIMUM
HIT POINTS

RESISTANCES

Next Level

DESCRIPTION

13 Armor Mage Armor

16

PROFICIENCY
BONUS

300

Add:

EXPERIENCE

AC

+5 INT
+2 WIS

+3 DEX

-1

Human

RACE

BACKGROUND

-1 STR

STRENGTH

PLAYER NAME

Acolyte

CHARACTER NAME

Cole

LEVEL & CLASS

Shield

ARMOR
CLASS

Dex

Medium Armor

Heavy Armor

Magic

Misc
Temporary Hit Points:

DEXTERITY

+3

Misc

+3

7
CURRENT HIT POINTS

ARMOR

Heal

INITIATIVE

USED

ENCUMBERED

INSPIRATION

16

SUCCESSES

CONSTITUTION

DEATH
SAVES

13

+3

16

WISDOM

10

CHARISMA

FEATURE

MAX

>

-1 Athletics (Str)

Arcane Recovery (1 level of spell slots)

>

Lucky (attack/check/save)

>

Medium

RECOVER USED

LR

Simple

Martial

Heavy

Shields

Other Weapons:

Dagger, Dart, Light Crossbow, Quarterstaff, Sling

LR

LANGUAGES

+2 from Acolyte

>

+2 Insight (Wis)

Common

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+1 from Human

TOOLS & OTHERS

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+2 Medicine (Wis)

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LIMITED FEATURES

SR

LR

PROFICIENCIES

Dawn

+2 Perception (Wis)
0

Performance (Cha)

Persuasion (Cha)

ACTIONS

BONUS ACTIONS

REACTIONS

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+5 Religion (Int)

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+3 Sleight of Hand (Dex)

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+3 Stealth (Dex)

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Survival (Wis)

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Tool

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SKILLS

ACTIONS

ATTACK NAME

12

ARMOR

Light

+3 History (Int)
0 Intimidation (Cha)
+5 Investigation (Int)

INTELLIGENCE

WEAPONS

Animal Handling (Wis)

Deception (Cha)

ABILITY
SAVE DC

SPEED

+3 Arcana (Int)

10

HIT DICE

Show 2nd DC

13

30 ft

+3 Nature (Int)

20 ft

+3 Acrobatics (Dex)
0

INTELLIGENCE

1 d6+1

PRO

PRO

F EX

DIE

FAILURES

SAVING THROWS

+1

LEVEL

PASSIVE WISDOM (PERCEPTION)

>

Dagger

PROF ABILITY RANGE

Dex

Melee, 20/60 ft

TO HIT

+5

DAMAGE

1d4+3

DAMAGE TYPE

Piercing

Finesse, light, thrown


DESCRIPTION

>

SENSES

NAME

TOTAL

Reload

>
NAME

TOTAL

Reload

>

>

AMMUNITION

AMMUNITION

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

ATTACKS: WEAPONS & CANTRIPS


Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

Add Features

Wizard, level 1:

I see omens in every event and action. The gods try to speak to

Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1 per long rest]

us, we just need to listen

Once per day after a short rest, I can recover a number of 5th-level or lower spell slots

Spellcasting (Wizard 1, PHB 114) [3 cantrips known]

I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability


I can use an arcane focus as a spellcasting focus

PERSONALITY TRAITS

I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
We must help bring about the changes the gods are constantly
working in the world.

IDEALS

I have foreseen a vision and work to bring it about.

BONDS

I rely too much on my powers of foretelling.

FLAWS

Feature Name: Shelter of the Faithful


I command the respect of those who share my faith. I can perform
the religious ceremonies of my faith. My companions and I can
expect free healing and care at an establishment of my faith, though

I must provide any material components needed for spells. Those


who share my religion will support me at a modest lifestyle.
BACKGROUND FEATURE

Human (+1 to two different ability scores of my choice)


Skills: I gain proficiency in one skill of my choice.
Feat: I gain one feat of my choice.

CLASS FEATURES

ADVENTURING GEAR

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Backpack, with:
- Book of lore
- Ink, 1 ounce bottle of
- Ink pen
- Parchment, sheets of
- Little bag of sand
- Small knife
- Prayer book/wheel
- Incense, sticks of
- Vestments
- Staff arcane focus

ADVENTURING GEAR

LB

ADVENTURING GEAR

LB

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10

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0.25

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SUBTOTAL

Add Equipment

24.3

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

Racial Options

RACIAL TRAITS

Common clothes
Holy symbol (type)
Belt pouch (with coins)
A long ebony pipe

LB

1
1

SUBTOTAL

SP

EP

15

GP

PP

WEIGHT CARRIED

29.6 lb

ENCUMBERED

ATTUNED MAGICAL ITEMS

EQUIPMENT

CP

41 - 80 lb

HEAVILY ENCUMBERED

81 - 120 lb

PUSH/DRAG/LIFT

SUBTOTAL

121 - 240 lb

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

>

FEAT: Lucky

Human bonus feat; (PHB, page 167)

Use one of three luck points to roll an extra d20 for attacking,
being attacked, an ability check, or a saving throw before the
outcome is determined. If more than one creature uses luck, no
extra dice are rolled. I regain expended luck points when I finish
a long rest.
>

FEAT:

>

FEAT:

>

FEAT:

FEATS

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

NOTES

ADVENTURING GEAR

LB

ADVENTURING GEAR

LB

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SUBTOTAL

SUBTOTAL

EXTRA EQUIPMENT

OTHER HOLDINGS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

MAGIC ITEMS
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

Turus
CHARACTER NAME

Medium

GENDER

AGE

SIZE

HEIGHT

WEIGHT

ALIGNMENT

FAITH

HAIR

EYES

SKIN

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT

ALLIES & ORGANIZATIONS

APPEARANCE

Modest

LIFESTYLE

DAILY PRICE

1 gp

ENEMIES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

CHARACTER HISTORY
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

Companion Options

Rat

Fu

Tiny

RACE

Beast
TYPE

FAMILIAR
NAME

PRO

STRENGTH

-4

-4 STR

-4 INT

DEX

-1 CON

10

WIS

-3 CHA

ARMOR
CLASS

+2

GENDER

Set Max HP

WEIGHT

Unaligned
ALIGNMENT

Temporary HP:

SUCCESSES

MAXIMUM
HIT POINTS

Heal

CURRENT HIT POINTS

>

PROF ABILITY RANGE

Dex Melee (5 ft)

Bite

TO HIT

DAMAGE

FAILURES

DEATH SAVES

DAMAGE TYPE

Piercing

DESCRIPTION

SPEED
>

LEVEL USED

DIE

CONSTITUTION

d4-1

ATTACKS
PER ACTION

HIT DICE

-1

>

ATTACKS

PRO

F EX

20 ft

INITIATIVE

11

-4

AGE

PROFICIENCY
BONUS

ATTACK NAME

DEXTERITY

INTELLIGENCE

HEIGHT

SAVING THROWS

SIZE

Acrobatics (Dex)

Animal Handling (Wis)

Keen Smell: The rat has advantage on Wisdom


(Perception) checks that rely on smell.

-4 Arcana (Int)
-4 Athletics (Str)
-3 Deception (Cha)
-4 History (Int)
0

Insight (Wis)

-3 Intimidation (Cha)
WISDOM

10
CHARISMA

-3
4

-4 Investigation (Int)
0 Medicine (Wis)
-4 Nature (Int)
0

Perception (Wis)

-3 Performance (Cha)
-3 Persuasion (Cha)
-4 Religion (Int)
0

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

FEATURES

TRAITS

SKILLS

10

PASSIVE WISDOM (PERCEPTION)

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


smell
SENSES

CLICK HERE
TO CHANGE
THIS ICON

COMPANIONS
APPEARANCE
REMARKS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

NOTES
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

Notes Page Options

NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

NOTES
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

Spell Sheet Options

1ST LEVEL

2ND LEVEL

3RD LEVEL

4TH LEVEL

5TH LEVEL

6TH LEVEL

7TH LEVEL

8TH LEVEL

9TH LEVEL

Turus
SPELL SLOTS

CHARACTER NAME

WIZARD SPELLS

Intelligence

SPELLCASTING ABILITY

TO PREPARE

+5

DC 13

ATTACK MODIFIER

SAVING THROW DC

CANTRIPS (0 LEVEL)
ME SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

AT
WILL

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

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

1 min (D)

P 256

AT
WILL

Minor Illusion

5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book

Illus

1a

30 ft

S,M

1 min (D)

P 260

1ST LEVEL
ME SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

Detect Magic (R)

Know presence of magic within 30 ft; 1 a to see auras and determine school

Div

1a

Self

V,S

P 231

Find Familiar (R)

Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.)

Conj

1h

10 ft

V,S,M Instantaneous P 240

Identify (R)

1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells effecting it (100gp)

Div

1 min

Touch

V,S,M Instantaneous P 252

Mage Armor

1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor

Abjur

1a

Touch

V,S,M 8 h (D)

P 256

Shield

If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you

Abjur

1 rea

Self

V,S

1 rnd

P 275

Sleep

20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea

Ench

1a

90 ft

V,S,M 1 min

P 276

Conc, 10 min

PG.

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign); Spell Sheet 1/1

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

PLAYER REFERENCE

LINE
Point of Origin

CONE

CUBE

SPHERE

CYLINDER

AREA OF EFFECT

ATTACK (action)

HIDE (action)

CAST A SPELL (casting time of the spell)

OVERRUN (action or bonus action)

Make one melee or ranged attack with a weapon, or


multiple attacks with the Extra Attack class feature.
(See the Attack Action section below.)
Effect depends on the spell being cast.

Hide from those that cant perceive you. Your Dex


(Stealth) check is the DC for anybodys Wis (Perception)
check to discover you.
(DMG 272)

DASH (action)

Gain your speed as extra movement for this turn.

Move through hostiles space once by winning opposing


Str (Athletics) check. Advantage if you are larger or
disadvantage if you are smaller than the opponent.

DISENGAGE (action)

READY (action)

Your movement doesnt provoke opportunity attacks for


the rest of the turn.
DODGE (action)

Choose an action that you will take in response to a set


trigger. Taking the action uses your reaction. Readying a
spell requires concentration.

BLINDED

Fail checks involving sight.


Attacks have disadvantage.
Enemy attacks have advantage.
CHARMED

Cant harm/attack charmer.


Charmer has advantage on
ability checks to interact socially.

EXHAUSTION

FRIGHTENED

Disadvantage to checks/attacks while the source of fear is in sight.


Cant willingly move closer to the source of fear.

ESCAPE (action)

Move through hostiles space once by winning opposing


Dex (Acrobatics) check.

INCAPACITATED

USE OBJECT (action)

INVISIBLE

Escape a grapple by winning a Str (Athletics) or Dex


(Acrobatics) check vs. grapplers Str (Athletics) check.
HELP (action)

Give an ally advantage on next ability check or attack roll


vs. an opponent within 5 ft of you, if done before the
start of your next turn.

(DMG 272)

You can interact with an object once per turn for free. A
second interaction and special cases take an action to
complete (e.g. draw a second weapon, equip a shield,
drink a potion, retrieve an item from a backpack).

COMBAT ACTIONS

(PHB 192)

(PHB 291)

Fail checks involving hearing.

SEARCH (action)

TUMBLE (action or bonus action)

EFFECT (cumulative)
Disadvantage on ability checks
Speed halved
Disadvantage on attacks / saves
Hit Point maximum halved
Speed reduced to 0
Death

DEAFENED

Attack rolls from attackers you can see have disadvantage


and you have advantage on Dex saving throws until the
start of your next turn, until you become incapacitated or
your speed drops to 0.

Search for something, possibly with a Wis (Perception)


or Int (Investigation) check.

LEVEL
1
2
3
4
5
6

GRAPPLED

Speed 0, regardless of bonus. Ends when grappler is incapacitated or when


moved out of grapplers reach by an effect.
Cant take actions or reactions.
Cant be seen (normally), but still make noise and tracks.
Attacks have advantage. Enemy attacks have disadvantage.
PARALYZED

Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED

MELEE ATTACK (one attack)

Normal attack on target within 5 ft. If attacking with a light


melee weapon in one hand, allowed to make an attack with a
light melee weapon in other hand as a bonus action, see TwoWeapon Fighting. If either weapon has the thrown property, it
may be thrown as part of this action.

HALF +2 AC and Dex saving throws


3/4 +5 AC and Dex saving throws
TOTAL Cant be targeted directly by attack or spell

COVER

(PHB 196)

RANGED ATTACK (one attack)

Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
away (second number).
TWO-WEAPON FIGHTING (bonus action with attack action)

If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the
weapon has the thrown property, it may be thrown as part of this action.
DISARM (instead of one attack)

(DMG 271)

Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have
disadvantage.

Incapacitated. Cant move or speak. Unaware of surroundings. Resistance


to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
POISONED

Disadvantage on attack rolls and ability checks.


PRONE

Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.


Enemy attacks have advantage within 5 ft and disadvantage if further away.
RESTRAINED

Speed 0, regardless of bonus. Disadvantage on Dex saving throws.


Attacks have disadvantage. Enemy attacks have advantage.
STUNNED

Incapacitated. Cant move. Can speak only falteringly.


Fail Str and Dex saving throws. Enemy attacks have advantage.
UNCONSCIOUS

Incapacitated. Cant move or speak. Unaware of surroundings.


Drop everything. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

GRAPPLE (instead of one attack)

CONDITIONS

With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack)

(DMG 271)

With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
before the end of your next turn has advantage and doesnt cost you your reaction.
SHOVE (instead of one attack)

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.
ATTACK ACTION

LIGHTLY OBSCURED
HEAVILY OBSCURED
BLINDSIGHT
DARKVISION
TRUESIGHT

(dim light)
(darkness)

You can move your movement speed every turn. You can break up your
movement between actions. You can switch back and forth between different
types (e.g. from flying to walking), by subtracting the distance already moved
from the new speed.
You can freely move through a nonhostiles space, and through a hostiles
space if it is two sizes larger or smaller than you. Another creatures space
counts as difficult terrain.
CLIMB / SWIM (at speed)

Disadvantage on sight Perception checks


Effectively blinded (see conditions)

Out to range, perceive without sight.


Out to range, treat dim light as bright light. Cant see colors.
Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.

(PHB 195)

MOVE (limited by movement speed)

(PHB 290)

LIGHT & VISION

(PHB 183)

FORCED MARCH

Marching more than 8 hours per day requires a Con


saving throw at DC 10 + 1 per additional hour, at the
end of each additional hour. If failed, suffer one level
of exhaustion (see conditions).

PACE
Fast
Normal
Slow

MINUTE
400 feet
300 feet
200 feet

FOOD (one pound per day)

HOUR
DAY
EFFECT
4 miles 30 miles -5 passive Perception
3 miles 24 miles
2 miles 18 miles Able to use stealth

TRAVEL PACE

(PHB 182)

Go without food for 3 + Con modifier of consecutive


days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
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
one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).

CRAWL (at speed)

Crawl while prone (see conditions). Dropping prone costs no movement speed.

FALLING

1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

DIFFICULT TERRAIN (at speed)

Moving through difficult terrain costs twice as much speed. Another creatures
space counts as difficult terrain.
JUMP

SUFFOCATING

Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
rounds, after which drop to 0 hit points and dying.

After moving at least 10 feet on foot, you can jump you Str score in feet straight
forward, or 3 + your Str modifier in feet up. The jump distance is halved when
performing a standing jump.

SHORT REST

STAND UP (costs 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
dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.

Standing up from being prone costs half your movement speed for this turn.
MOVEMENT

(PHB 182)

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.58 (Printer Friendly - Redesign)

A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
LONG REST

ENVIRONMENT

(PHB 183)

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

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