Knight 26 - 07
Knight 26 - 07
Knight 26 - 07
Knight
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
+13 STR +3 INT
PRO
20 Armor +2 Plate
148 +5 23
Set Max HP
STRENGTH +6 DEX ● +8 WIS
2 Shield Animated Shield
+9 +8 CON
RESISTANCES
● +13 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
29 1 Misc Defense Fighting Style
Temporary Hit Points: Misc
DEXTERITY
Immune to disease +2 ARMOR
+2 65 mérito
CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION
+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
●
PRO
-1
+4 Deception (Cha) > Channel Divinity 1 SR Common
-1 History (Int) > Favored by the Gods 1 SR from Haunted One (background) (1/2)
● +9 Persuasion (Cha) > Attack (2 attacks per action) Font of Magic < <
CHARISMA ● +6 Religion (Int) > Divine Sense Second Wind < <
+4 +2 Sleight of Hand (Dex) > Lay on Hands Great Weapon Master (after crit or take-down)
< <
+2 Stealth (Dex) [disadv.] > Channel Divinity: Sacred Weapon Animated Shield < <
● +4 Survival (Wis) > Channel Divinity: Turn the Unholy Channel Divinity: Harness Divine Power< <
18
Tool > Chameleon Carapace Quickened Spell < <
SKILLS ACTIONS
9 PASSIVE WISDOM (PERCEPTION) Topaz DW Breath (ascendant) 60-ft cone DC 18 12d6 Necrotic
>
Hits all in area; Dex save, success - half damage; Usable only once per dawn
DESCRIPTION
Darkvision 60 ft; Blindsight 10 ft
Topaz Dragon's Wrath Greatsword (ascendant) ✔ Str Melee +17 2d6+12 Slashing
>
Heavy, two-handed; +3d6 necrotic damage; On 20: 5 necrotic damage to chosen in 5 ft of target
>
Reload Reload
>
◆ Channel Divinity: Harness Divine Power (Optional Paladin 3, TCoE 52) [1× per long rest]
As a bonus action, I can expend a use of my channel divinity to regain one used spell slot
The level of this spell slot can be no more than half my Proficiency Bonus (rounded up) > FEAT:
I can only do this so many times per long rest, even if I have uses of channel divinity left
◆ Magical Guidance (Optional Sorcerer 5, TCoE 66) [1 sorcery point]
When I make an ability check that fails, I can reroll the d20 and must use the new roll
◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points]
If the spell has a casting time of 1 action, I can cast it as a bonus action
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1]
FEATS
If spell/cantrip has a target of one and not self, I can aim it at second target within range
> MAGIC ITEM: Ascendant Topaz Dragon's Wrath Greatsword [FToD 25] ● Attuned
This greatsword uses necrotic of a topaz dragon. It adds +3 to
NOTES its attack and damage rolls and deals +3d6 necrotic damage. On
a 20 to hit, any creature of my choice in 5 ft of the target take 5
damage. As an action once per dawn, it can do a 60-ft cone, Dex
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
DC 18 half, 12d6 damage dragon breath.
> <
> <
> MAGIC ITEM: Armor +2 (Plate) [DMG 152]
> <
I have a +2 bonus to AC while wearing this plate armor.
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Animated Shield [DMG 183] ● Attuned
> <
> < As a bonus action, I speak the command word to animate this
> < shield for 1 minute, until I use a bonus action to end this effect
> < (returns to my hand), or until I am incapacitated or die (falls to
> < ground). The shield leaps into the air, hovering in my space to
> < protect me as if I were wielding it, leaving my hands free.
> <
> MAGIC ITEM: Driftglobe [DMG 166]
> <
> < By speaking its command word while within 60 ft, this glass
SUBTOTAL SUBTOTAL sphere casts Light or Daylight on itself. Daylight only works once
per dawn. While lit up, I can use an action to speak another
EXTRA EQUIPMENT
command word to make it hover 5 ft off the ground and follow
me at a distance of 60 ft. It stops hovering when grasped.
> MAGIC ITEM: Belt of Storm Giant Strength [DMG 155] ● Attuned
My Strength score is 29 while I'm wearing this belt, provided
that my Strength is not already 29 or higher.
As an action once per 7 days, I can blow this horn to summon 3d4+3 warrior spirits from
Ysgard within 60 ft. These berserkers return after 1 hour or when they drop to 0 HP. If I'm
proficient with all simple weapons, they follow my commands and are friendly to me and
my companions. Otherwise, they attack me.
> FEAT:
Three times per dawn, I can blow this whistle, gaining a flying speed equal to twice my
walking speed while I do so continuously. I can blow it for a number for rounds equal to 5
+ five times my Constitution modifier (minimum of 1 round) or until I talk, hold my
breath, start suffocating, or land.
> FEAT:
> FEAT:
EXTRA FEATS
>
>
>
ACTIONS ACTIONS
> Dragon's Wrath Breath Weapon <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
EXTRA ACTIONS
Tenente Lewjoy
SYMBOL
APPEARANCE
Berserker Medium
Warrior Spirit
RACE SIZE HEIGHT WEIGHT
F
+3 STR -1 INT Temporary HP: SUCCESSES
PRO
13 +2 67
Set Max HP
STRENGTH
+1 DEX 0 WIS
16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Greataxe ✔ Str Melee (5 ft) +5 1d12+3 Slashing
+1
DEXTERITY
30 ft >
+1
Heavy, two-handed
DESCRIPTION
INITIATIVE SPEED
>
12 LEVEL USED
DIE
9
d8+3
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
+3
ATTACKS
F EX
◆ Languages: any one language (usually ◆ Reckless: At the start of its turn, the berserker can gain
17 +1 Acrobatics (Dex)
PRO
-1 Intimidation (Cha)
WISDOM
-1 Investigation (Int)
0 0 Medicine (Wis)
-1 Nature (Int)
11 0 Perception (Wis)
-1 Performance (Cha)
CHARISMA -1 Persuasion (Cha)
-1
-1 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex)
9
0 Survival (Wis)
SKILLS
SENSES
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REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Notes Page Options
SLUMBERING (uncommon)
Whenever I roll a 20 on my attack roll with this weapon, each creature of my
choice within 5 ft of the target takes 5 damage of the type dealt by the dragon's
breath weapon.
STIRRING (rare)
The Stirring weapon has the Slumbering property. In addition, I gain a +1 bonus
to attack and damage rolls made using the weapon. On a hit, the weapon deals
an extra 1d6 damage of the type dealt by the dragon's breath weapon.
ASCENDANT (legendary)
The Ascendant weapon has the Slumbering property, and it improves on the
Stirring and Wakened properties. The bonus to attack and damage rolls increases
to +3, and the extra damage dealt by the weapon increases to 3d6.
The cone of destructive energy the weapon creates increases to a 60-ft cone,
the save DC increases to 18, and the damage increases to 12d6.
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); 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
Knight
SPELL SLOTS
CHARACTER NAME
1ST LEVEL
2ND LEVEL
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; if hit: 2d8 Thunder dmg and if moves next round +3d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
> 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
> Infestation 1 crea save or 3d6 Poison dmg and moved 5 ft in random direction Con Conj 1a 30 ft V,S,M Instantaneous X 158
> 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
> Poison Spray 1 creature save or 3d12 Poison dmg Con Conj 1a 10 ft V,S Instantaneous P 266
1ST LEVEL
> 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
> Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
> Healing Word 1 living creature heals 1d4+1d4/SL+4 (Cha) HP — Evoc 1 bns 60 ft V Instantaneous P 250
> Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
> Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S 1 rnd P 275
> Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of SL 3+ works in it — Evoc 1a 60 ft V,M Conc, 10 min P 230
> Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly - Redesign); Spell Sheet 1/2 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
> 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
> 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
DRIFTGLOBE SPELLS
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
CANTRIPS (0 LEVEL)
3RD LEVEL