Knight 26 - 07

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Show extra features

13 Paladin (Oath of Devotion) 6, Divine Soul 6, Fighter 1

Knight
CLICK HERE
TO CHANGE
LEVEL & CLASS PLAYER NAME
THIS ICON
HOVER FOR TOOLTIP

Haunted One Thri-kreen


WITH DIMENSIONS

120,000 Add: 50 140,000


BACKGROUND Born under a dark star RACE EXPERIENCE Next Level
CHARACTER NAME

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

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
7 d10+4 20 ft

CONSTITUTION SAVING THROWS FAILURES


6 d6+4
30 ft 17 ABILITY
SAVE DC
CHARISMA

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO

PRO

19 -1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) > Divine Sense 5 LR
INTELLIGENCE ● +14 Athletics (Str) > Lay on Hands 30 LR LANGUAGES TOOLS & OTHERS

-1
+4 Deception (Cha) > Channel Divinity 1 SR Common
-1 History (Int) > Favored by the Gods 1 SR from Haunted One (background) (1/2)

-1 Insight (Wis) Sorcery Points 6 LR


9
> from Haunted One (background) (2/2)

+4 Intimidation (Cha) > Second Wind (1d10+1) 1 SR Thri-kreen Telepathy


-1 Investigation (Int) > Topaz Dragon's Wrath Breath (ascendant) 1 Dawn from Thri-kreen
WISDOM
-1 Medicine (Wis) > Driftglobe (Daylight) 1 Dawn
-1 -1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
-1 Perception (Wis)
8 +4 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +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

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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

SENSES Javelin ✔ Str Melee, 30/120 ft +14 1d6+9 Piercing


>
Thrown
NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Paladin (Oath of Devotion), level 6:
◆ Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest] Eu simplesmente irei proteger a todos os cidadãos que ainda
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft não foram pego pela infecção
Until the end of my next turn, I sense the type/location if it is not behind total cover
◆ Lay on Hands (Paladin 1, PHB 84) [30× per long rest]
As an action, I can use points in my pool to heal a touched, living creature's hit points PERSONALITY TRAITS
I can neutralize poisons/diseases instead at a cost of 5 points per affliction
◆ Divine Smite (Paladin 2, PHB 85) Eu treinarei até que meu corpo rache e nem mesmo após a
When I hit a melee weapon attack, I can expend a spell slot to do +2d8 radiant damage morte eu descansarei, pelo menos não antes de trazer a cura
This increases by +1d8 for each spell slot level above 1st and +1d8 against undead/fiends para meu mundo
◆ Defense Fighting Style (Paladin 2, PHB 84) IDEALS
+1 bonus to AC when I'm wearing armor
◆ Spellcasting (Paladin 2, PHB 84) Estou buscando melhorar
I can cast prepared paladin spells, using Charisma as my spellcasting ability
I can use a holy symbol as a spellcasting focus for my paladin spells
◆ Divine Health (Paladin 3, PHB 85)
BONDS
I am immune to disease, thanks to the power of my faith
◆ Channel Divinity (Paladin 3, PHB 85) [1× per short rest]
não tenho paciência se o ser entrar em meu caminho, eu irei
◆ Channel Divinity: Sacred Weapon (Oath of Devotion 3, PHB 86)
ceifalo
As an action, for 1 minute, I add my Cha modifier to hit for one weapon I'm holding
It also counts as magical and emits bright light in a 20-ft radius and equal dim light
FLAWS
◆ Channel Divinity: Turn the Unholy (Oath of Devotion 3, PHB 86)
As an action, all fiends/undead within 30 ft that can hear me must make a Wis save
If one of them fails this save, it is turned for 1 minute or until it takes damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash Feature Name: Heart of Darkness
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
Those who look into my eyes can see that I have faced unimaginable
◆ Aura of Protection (Paladin 6, PHB 85) [10-foot aura]
horror and that I am no stranger to darkness. Though they might
While I'm conscious, allies within range and I can add my Cha mod (min 1) to saves
fear me, commoners will extend me every courtesy and do their
utmost to help. Unless I have shown myself to be a danger to them,
Divine Soul, level 6:
they will even take up arms to fight with me, should I find myself
◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 7 spells known]
facing an enemy alone.
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
BACKGROUND FEATURE
I can use an arcane focus as a spellcasting focus for my sorcerer spells
◆ Divine Magic: Neutrality (Divine Soul 1, XGtE 50)
When I learn spells/cantrips or replace known, I can also pick from the cleric spell list Thri-kreen (my creature type is Monstrosity)
I learn Protection from Evil × Good; It doesn't count against my number of spells known • Chameleon Carapace: My base AC is 13 + Dex mod. As an action, I
These count as sorcerer spells for me; I can only replace the bonus spell with a cleric spell can gain adv. on Stealth checks to hide in my current surroundings.
◆ Favored by the Gods (Divine Soul 1, XGtE 50) [1× per short rest] • Secondary Arms: I have two slightly smaller arms below my
If I fail a saving throw or miss with an attack roll, I can add 2d4 to the total primary pair of arms. I can use these secondary arms to manipulate
objects, hold Tiny objects, or wield light weapons.
• Sleepless: I don't sleep. I rest by refraining from strenuous activity.
• Thri-kreen Telepathy: I can't speak, but can communicate
telepathically to any willing creatures within 120 ft that understand
at least one language. Any can break this (no action).
CLASS FEATURES RACIAL TRAITS

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


CP
> Chest, with: 25 > Cold weather clothes 5 > Common clothes 3
> - Crowbar 5 > > Trinket of special significance
> - Hammer 3 > > +2 Plate armor 65 SP
> - Wooden Stakes 3 1 > Scroll de Shield 6 > Animated Shield 2 6
> - Holy symbol 1 > Scroll de Absorb elements 2 > Topaz Dragon's Wrath Greatsword (ascendant) 3 6
EP
> - Holy water, flasks of 1 > Potion of Healing 5 0.5 > Javelin 1 2
> - Manacles 6 > Potion of Superior Healing 3 0.5 >
> - Steel Mirror 0.5 > Potion of Supreme Healing 2 0.5 > GP
> - Oil, flasks of 1 > Potion of Speed 2 0.5 >
> - Tinderbox 1 > Potion of Greater Healing 2 0.5 >
PP
> - Torch 3 1 > >
> - Climber's kit 12 > >
WEIGHT CARRIED
> - Riding saddle 25 > >
199 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
146 - 290 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
435 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 86.5 SUBTOTAL 12 SUBTOTAL 100 436 - 870 lb
Add Equipment EQUIPMENT
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
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 6× per long rest]
As a bonus action, I can use sorcery points to create spell slots and vice versa > FEAT: Tough [PHB 170]
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level My hit point maximum increases by an amount equal to twice
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows: my character level.
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
Use the "Choose Feature" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written > FEAT: Great Weapon Master [PHB 167]
◆ Empowered Healing (Divine Soul 6, XGtE 50) [1 sorcery point] If I score a critical hit or reduce a creature to 0 hit points with a
Once per turn, when I or an ally in 5 ft roll dice to healing with a spell, I can reroll dice melee weapon in my turn, I can make one melee weapon attack
By spending 1 sorcery point; I can reroll any number of those dice for that spell once as a bonus action. With a heavy melee weapon, I can choose to
take a -5 penalty on the attack roll for +10 on the attack's
Fighter, level 1: damage.
◆ Blind Fighting Style (Fighter 1, TCoE 41)
I have blindsight with 10 ft range, allowing me to see anything not behind total cover > FEAT:
In range, I can see invisible, but not hidden, things, even when blinded or in darkness
◆ Second Wind (Fighter 1, PHB 72) [1d10+1, 1× per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest

◆ 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.

OTHER HOLDINGS MAGIC ITEMS


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
> MAGIC ITEM: Brass Horn of Valhalla [DMG 175] > FEAT:

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:

> MAGIC ITEM: Eagle Whistle [TftYP 228]

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:

> MAGIC ITEM: Amulet of Health [DMG 150] ● Attuned


My Constitution score is 19 while I'm wearing this amulet, provided that my Constitution
is not already 19 or higher.

> FEAT:

> MAGIC ITEM: Attuned

EXTRA FEATS

FEATURE MAX RECOVER USED


> Brass Horn of Valhalla 1 7 Days
> Eagle Whistle 3 Dawn
> Channel Divinity: Harness Divine Power 1 LR
>

> MAGIC ITEM: Attuned >

>

>

>

EXTRA LIMITED FEATURES

ACTIONS ACTIONS
> Dragon's Wrath Breath Weapon <

> MAGIC ITEM: Attuned


> Driftglobe (hover) <

> Horn of Valhalla <

BONUS ACTIONS REACTIONS


> <

> <

> <

> <

> <

> <
> MAGIC ITEM: Attuned
EXTRA ACTIONS

EXTRA MAGIC ITEMS EXTRA PROFICIENCIES


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
?????? Medium 1,15 m 20 kg
Knight
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Chifre Negros Pálida


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Finio ( Ferreiro que forjou minha espada )


ORGANIZATION
Houstar é o anão

Tenente Lewjoy

Santos CLICK HERE


TO CHANGE
Hornet
THIS ICON
HOVER FOR TOOLTIP
Carpinteiro WITH DIMENSIONS

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


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
Companion Options

Berserker Medium
Warrior Spirit
RACE SIZE HEIGHT WEIGHT

Humanoid any chaotic alignment


TYPE AGE GENDER ALIGNMENT
COMPANION
NAME

F
+3 STR -1 INT Temporary HP: SUCCESSES
PRO

13 +2 67
Set Max HP
STRENGTH
+1 DEX 0 WIS

+3 +3 CON -1 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

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

Common). advantage on all melee weapon attack rolls during that


0 Animal Handling (Wis)
◆ Summoned: The Warrior Spirit is friendly turn, but attack rolls against it have advantage until the
-1 Arcana (Int)
INTELLIGENCE to you and your companions and follow start of its next turn.
+3 Athletics (Str)
-1 -1 Deception (Cha)
your commands. They return to Ysgard
after 1 hour or when they drop to 0 hit
-1 History (Int) points.
9 0 Insight (Wis)

-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

10 PASSIVE WISDOM (PERCEPTION)

SENSES

CLICK HERE
TO CHANGE
THIS ICON
HOVER FOR TOOLTIP
WITH DIMENSIONS

COMPANION’S APPEARANCE
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

◆ Full Text (Dragon's Wrath Weapon (ascendant), FToD 25)


This weapon is decorated with dragon heads, claws, wings, scales, or Draconic
letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's
breath weapon and deals damage of that type with its special properties.

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.

WAKENED (very rare)


The Wakened weapon has the Slumbering property, and it improves on the
Stirring property. The bonus to attack and damage rolls increases to +2, and the
extra damage dealt by the weapon increases to 2d6.
As an action, I can unleash a 30-ft cone of destructive energy from the weapon.
Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6
damage of the type dealt by the dragon's breath weapon on a failed save, or half
as much damage on a successful one. Once this action is used, it can't be used
again until the next dawn.

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.

◆ Hoard Magic Items (FToD 25)


Certain magic items can absorb the ambient magic of a dragon's hoard. The
mightier the dragon, the more powerful the item becomes when it is steeped in
the dragon's hoard. These items, called hoard items, have four states A hoard
item in its Slumbering state has certain base properties, and it gains additional
properties when it enters the Stirring (young dragon), Wakened (adult dragon), or
Ascendant (ancient dragon) state.
Ordinarily, a hoard item must steep in a dragon's hoard for 1 year to reach the
maximum possible state allowed by the age of the hoard's dragon. For example, a
hoard item that steeps in an adult dragon's hoard for 1 year enters its Wakened
state.
When a dragon is slain, the magic surrounding its hoard becomes volatile. This
allows a hoard item to steep more quickly in the hoard. A hoard item steeped in a
dragon's hoard for 8 hours rises one state, as long as the steeping begins within 1
hour of the dragon's death and occurs within the dragon's lair. Steeping in this
way can't raise the state of the item beyond the state associated with the
dragon's age.
Just as hoard items can grow in power by absorbing the ambient magic of a
dragon's hoard, so too can these treasures fall back into slumber. If no creature is
attuned to a hoard item and that item isn't in a dragon's hoard, the item
decreases in power by one state every 30 days until it is Slumbering.

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

PALADIN SPELLS Charisma 7 +9 DC 17


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

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


Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Compelled Duel 1 crea save or dis. on attacks vs. not-me and save if moving more than 30 ft away Wis Ench 1 bns 30 ft V Conc, 1 min P 224
Cure Wounds 1 living creature heals 1d8+1d8/SL+4 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Divine Favor My weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
Heroism 1+1/SL crea immune to fear, gain+4 (Cha) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min 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
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
Searing Smite Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites: start of turn save to end or 1d6 dmg Con Evoc 1 bns Self V Conc, 1 min P 274
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
Thunderous Smite Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft Str Evoc 1 bns Self V Conc, 1 min P 282
Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289

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
Branding Smite Next weapon hit +2d6+1d6/SL Radiant dmg; invisible target becomes visible for spell duration — Evoc 1 bns Self V Conc, 1 min P 219
Find Steed Gain the services of a steed; communicate with each other telepathically; share spells with it; see book — Conj 10 min 30 ft V,S Instantaneous P 240
Find Vehicle Gain services of land spirit-vehicle; expertise, share spells with it; SL3: water, SL5: air, SL7: any; see B — Conj 10 min 30 ft V,S Conc, 1 h UA MM
) Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book — Div 1a Self V,S,M Conc, 10 min P 256
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
) Zone of Truth 15-ft rad all in or enter save or unable to lie; I'm aware if saved or not; crea aware it cannot lie Cha Ench 1a 60 ft V,S 10 min P 289

DIVINE SOUL SPELLS Charisma +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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)

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


AT
WILL Light Driftglobe sheds bright light in a 20-ft radius and dim light in an additional 20-ft radius — Evoc 1a Globe Mƒ 1 h (D) P 255

3RD LEVEL

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



LR Daylight Driftglobe shed 60-ft rad bright light + 60-ft dim light; only magical darkness of SL 4+ works in it — Evoc 1a Globe Mƒ 1h P 230
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly - Redesign); Spell Sheet 2/2 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet

You might also like