Dufus Flat 2
Dufus Flat 2
Dufus Flat 2
Dufus Bergentruckung
LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
+2 STR +2 INT
PRO
12 +2 18
STRENGTH +1 DEX ● +5 WIS
2 Shield Escudo
+2 +3 CON
RESISTANCES
● +3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
Poison
15 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on saves vs. poison +1 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
+2
+1 Deception (Cha) Common Smith, brewer, or mason tools
+3 Survival (Wis)
13
Tool
SKILLS ACTIONS
SENSES
FLAWS
- Tinderbox 1
- Alms box 1
EP
- Incense, blocks of 2
- Censer 1
- Vestments 4 GP
- Rations, days of 2 2
- Waterskin 5
PP
WEIGHT CARRIED
24 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
76 - 150 lb
CARRYING
HEAVILY CAPACITY
ENCUMBERED
225 lb
PUSH/DRAG/LIFT
SUBTOTAL 24 SUBTOTAL SUBTOTAL 226 - 450 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
FEAT:
FEAT:
FEAT:
FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
Clérigo de Lathander
SYMBOL
APPEARANCE
Dufus Bergentruckung
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
1ST LEVEL
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE
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)