Tabaxi

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3 Wild Mage

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LEVEL & CLASS PLAYER NAME

Urchin Tabaxi 14,000 2,700


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR 0
PRO

INT
10 Armor Unarmored

21 +2 12
STRENGTH +2 DEX +2 WIS
Shield

-1 ● +3 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS INITIATIVE


INSPIRATION

15 SUCCESSES LEVEL DIE USED ENCUMBERED


3 d6+1 2 20 ft, climb 10 ft

CONSTITUTION FAILURES
30 ft, 13 ABILITY
SAVE DC
CHARISMA
SAVING THROWS climb 20 ft
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

12 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
0 Arcana (Int) Feline Agility (still for 1 turn to recover) 1 Turn Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) Tides of Chaos 1 LR 1 LANGUAGES TOOLS & OTHERS

0
● +5 Deception (Cha) Sorcery Points 3 LR 3 Common Disguise kit
0 History (Int) Halfling Thieves' tools
+2 Insight (Wis)
10
+3 Intimidation (Cha)
0 Investigation (Int)
WISDOM
+2 Medicine (Wis)

+2 0 Nature (Int) LIMITED FEATURES PROFICIENCIES


● +4 Perception (Wis)
14 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +5 Persuasion (Cha) Font of Magic


CHARISMA 0 Religion (Int)

+3 +4 Sleight of Hand (Dex)



● +4 Stealth (Dex)
+2 Survival (Wis)
16
● +4 Thieves' tools (Dex)
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Tabaxi Claws ✔ Dex Melee +4 1d4+2 Slashing

DESCRIPTION
Darkvision 60 ft
Dagger (10) ✔ Dex Melee, 20/60 ft +4 1d4+2 Piercing
Finesse, light, thrown
SENSES

NAME TOTAL NAME TOTAL

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Wild Mage, level 3:
◆ Spellcasting (Sorcerer 1, PHB 101) [4 cantrips & 4 spells known] I'm used to helping out those who aren't as smart as I am, and I
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability patiently explain anything and everything to others.
I can use an arcane focus as a spellcasting focus for my sorcerer spells
◆ Tides of Chaos (Wild Magic 1, PHB 103) [1× per long rest]
I can gain advantage on either one attack roll, ability check, or saving throw PERSONALITY TRAITS
After I cast a 1st-level or higher sorcerer spell, the DM can impose a Wild Magic Surge
After I roll on the Wild Magic Surge table, I regain my use of Tides of Chaos Self-Improvement: The goal of a life of study is the betterment
◆ Wild Magic Surge (Wild Magic 1, PHB 103) of oneself. (Any)
Wild Magic Surges happen 5% of the time that I cast a sorcerer spell
This doesn't happen with cantrips and I only take this chance if the DM tells me to IDEALS
See the "Notes" page for the table
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 3× per long rest] I've been searching my whole life for the answer to a certain
As a bonus action, I can use sorcery points to create spell slots and vice versa question.
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows:
BONDS
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
I am easily distracted by the promise of information.
◆ 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
FLAWS

Feature Name: City Secrets

I know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When I am not in
combat, I (and companions I lead) can travel between any two
locations in the city twice as fast as my speed would normally allow.

BACKGROUND FEATURE

Tabaxi (+2 Dexterity, +1 Charisma)

Cat's Claws: I can use my retractable claws to make unarmed strikes


dealing 1d4 slashing damage. They also give me a climbing speed of
20 ft.

Feline Agility: When moving on my turn in combat, I can move


double my speed. Once I do this, I can't do it again until I don't
move at all on one of my turns.

CLASS FEATURES RACIAL TRAITS

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


CP
Crowbar 5
Hempen rope, feet of 50 0.2
Grappling hook 4 SP

Bag of 1000 ball bearings 2


- Potion of healing 0.5
EP

GP

PP

WEIGHT CARRIED
21.5 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
46 - 90 lb
HEAVILY ENCUMBERED
91 - 135 lb
PUSH/DRAG/LIFT
SUBTOTAL 21.5 SUBTOTAL SUBTOTAL 136 - 270 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
◆ Subtle Spell (Metamagic Option, PHB 102) [1 sorcery point]
I can cast the spell without the need to use somatic or verbal components FEAT:

◆ Seeking Spell (Metamagic Option, TCoE 66) [2 sorcery point]


If I make an attack roll for a spell and miss, I can use this to reroll the attack once
I must use the result from the new roll
I can use unerring spell even if I already used another metamagic option for the spell

FEAT:

FEAT:

FEAT:

FEATS

MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 01-50] ◆ Wild Magic Surge Table (Wild Magic 1, PHB 104) [results 51-100]
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, 51-52 A spectral shield hovers near you for the next minute, granting you a +2
ignoring this result on subsequent rolls. bonus to AC and immunity to magic missile.
03-04 For the next minute, you can see any invisible creature if you have line of 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
sight to it. 55-56 Your hair falls out but grows back within 24 hours.
05-06 A modron chosen and controlled by the DM appears in an unoccupied 57-58 For the next minute, any flammable object you touch that isn't being
space within 5 ft of you, then disappears 1 minute later. worn or carried by another creature bursts into flame.
07-08 You cast fireball as a 3rd-level spell centered on yourself. 59-60 You regain your lowest-level expended spell slot.
09-10 You cast magic missile as a 5th-level spell. 61-62 For the next minute, you must shout when you speak.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If 63-64 You cast fog cloud centered on yourself.
the roll is odd, you shrink. If the roll is even, you grow. 65-66 Up to three creatures you choose within 30 ft of you take 4d10 lightning
13-14 You cast confusion centered on yourself. damage.
15-16 For the next minute, you regain 5 hit points at the start of each of your 67-68 You are frightened by the nearest creature until the end of your next turn.
turns. 69-70 Each creature within 30 ft of you becomes invisible for the next minute.
17-18 You grow a long beard made of feathers that remains until you sneeze, at The invisibility ends on a creature when it attacks or casts a spell.
which point the feathers explode out from your face. 71-72 You gain resistance to all damage for the next minute.
19-20 You cast grease centered on yourself. 73-74 A random creature within 60 ft of you becomes poisoned for 1d4 hours.
21-22 Creatures have disadvantage on saving throws against the next spell you 75-76 You glow with bright light in a 30-ft radius for the next minute. Any
cast in the next minute that involves a saving throw. creature that ends its turn within 5 ft of you is blinded until the end of its next
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this turn.
effect. 79-80 Illusory butterflies and flower petals flutter in the air within 10 ft of you
25-26 An eye appears on your forehead for the next minute. for the next minute.
27-28 For the next minute, all your spells with a casting time feet of 1 action 77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into
have a casting time of 1 bonus action. a sheep for the spell's duration.
29-30 You teleport up to 60 ft to an unoccupied space of your choice that you 81-82 You can take one additional action immediately.
can see. 83-84 Each creature within 30 ft of you takes 1d10 necrotic damage. You regain
31-32 You are transported to the Astral Plane until the end of your next turn, hit points equal to the sum of the necrotic damage dealt.
after which time you return to the space you previously occupied or the nearest 85-86 You cast mirror image.
unoccupied space if that space is occupied. 87-88 You cast fly on a random creature within 60 ft of you.
33-34 Maximize the damage of the next damaging spell you cast within the 89-90 You become invisible for the next minute. During that time, other
next minute. creatures can't hear you. The invisibility ends if you attack or cast a spell.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the 91-92 If you die within the next minute, you immediately come back to life as if
roll is odd, you get younger (minimum 1 year old). If the roll is even, you get by the reincarnate spell.
older. 93-94 Your size increases by one size category for the next minute.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 95-96 You and all creatures within 30 ft of you gain vulnerability to piercing
60 ft of you and are frightened of you. They vanish after 1 minute. damage for the next minute.
39-40 You regain 2d10 hit points. 97-98 You are surrounded by faint, ethereal music for the next minute.
41-42 You turn into a potted plant until the start of your next turn. While a 99-100 You regain all expended sorcery points.
plant, you are incapacitated and have vulnerability to all damage. If you drop to 0
hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 ft as a bonus action on
each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 ft of you,
then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float
out of your mouth.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
● ● ●
? ●
SPELL SLOTS
CHARACTER NAME

WILD MAGE SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Frostbite 1 crea save or 1d6 Cold dmg and dis. on next weapon attack roll; +1d6 at CL 5, 11, and 17 Con Evoc 1a 60 ft V,S Instantaneous X 156
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
Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239

2ND LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Max's Earthen Grasp Medium hand atks 1 crea: save or 2d6 Bludg. dmg & restrained; 1 a hand moves/atks, releases; see B Str Trans 1a 30 ft V,S,M Conc, 1 min X 161
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 v13.0.4 (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

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) 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
CRAWL (at ½ speed) 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
DIFFICULT TERRAIN (at ½ speed) 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 creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ 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
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet

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