Turus: 1 Wizard Cole Acolyte Human
Turus: 1 Wizard Cole Acolyte Human
1 Wizard
Turus
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PRO
+1 CON
+2
Set Max HP
CHA
MAXIMUM
HIT POINTS
RESISTANCES
Next Level
DESCRIPTION
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
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
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-1 Athletics (Str)
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Lucky (attack/check/save)
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Medium
RECOVER USED
LR
Simple
Martial
Heavy
Shields
Other Weapons:
LR
LANGUAGES
+2 from Acolyte
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+2 Insight (Wis)
Common
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+1 from Human
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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 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
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
>
Dagger
Dex
Melee, 20/60 ft
TO HIT
+5
DAMAGE
1d4+3
DAMAGE TYPE
Piercing
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SENSES
NAME
TOTAL
Reload
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NAME
TOTAL
Reload
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AMMUNITION
AMMUNITION
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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]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
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
BONDS
FLAWS
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
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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
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
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.
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FEAT:
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FEAT:
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FEAT:
FEATS
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
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MAGIC ITEM:
Attuned
NOTES
ADVENTURING GEAR
LB
ADVENTURING GEAR
LB
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SUBTOTAL
SUBTOTAL
EXTRA EQUIPMENT
OTHER HOLDINGS
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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
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SYMBOL
CHARACTER PORTRAIT
APPEARANCE
Modest
LIFESTYLE
DAILY PRICE
1 gp
ENEMIES
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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
>
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)
-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
Stealth (Dex)
Survival (Wis)
FEATURES
TRAITS
SKILLS
10
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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
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]
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
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
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
RANGE
COMP DURATION
Know presence of magic within 30 ft; 1 a to see auras and determine school
Div
1a
Self
V,S
P 231
Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.)
Conj
1h
10 ft
Identify (R)
1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells effecting it (100gp)
Div
1 min
Touch
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)
DASH (action)
DISENGAGE (action)
READY (action)
BLINDED
EXHAUSTION
FRIGHTENED
ESCAPE (action)
INCAPACITATED
INVISIBLE
(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)
SEARCH (action)
EFFECT (cumulative)
Disadvantage on ability checks
Speed halved
Disadvantage on attacks / saves
Hit Point maximum halved
Speed reduced to 0
Death
DEAFENED
LEVEL
1
2
3
4
5
6
GRAPPLED
Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
COVER
(PHB 196)
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.
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)
(PHB 195)
(PHB 290)
(PHB 183)
FORCED MARCH
PACE
Fast
Normal
Slow
MINUTE
400 feet
300 feet
200 feet
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)
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 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.
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
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)
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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]