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Kerr Zan Tesh: 4 Wizard (Order of Scribes) ML Faceless 2,700

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0% found this document useful (0 votes)
16 views7 pages

Kerr Zan Tesh: 4 Wizard (Order of Scribes) ML Faceless 2,700

Uploaded by

larcher
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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4 Wizard (Order of Scribes) ML


Kerr Zan Tesh LEVEL & CLASS PLAYER NAME

Faceless Yuan-Ti Pureblood 2,700 Add: 6,500


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

SAVE SAVE
MODS 0 to all Saves MODS 0 Players Make All Rolls
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 -1 STR ● +6 INT 0
PRO

13 Armor Mage Armor 0 lb

26 +2 16
Set Max HP
STRENGTH 0 +3 DEX ● +2 WIS 0
Shield 0 lb
-1 0 +1 CON
RESISTANCES
+1 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
9 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
Immune to poison; +3 ARMOR

+3 Adv. on saves vs. magic CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC 0
4 d6+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY
SAVE DC
INTELLIGENCE

+1
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) 0

PRO
Light Medium Heavy Shields
PRO

12 0 0
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +6 Arcana (Int) 0 > Arcane Recovery (2 levels of spell slots) 1 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) 0 > Suggestion 1 LR LANGUAGES TOOLS & OTHERS

+4
● +3 Deception (Cha) 0 > Awakened Spellbook (fast ritual cast) 1 LR Common Disguise kit
+4 History (Int) 0 > Abyssal
0 Insight (Wis) 0 Draconic
18
>
● +3 Intimidation (Cha) 0 > Elvish
● +6 Investigation (Int) 0 > Ancient Suloise
WISDOM
0 Medicine (Wis) 0 > Olman/Tlaman
0 +4 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES
0 Perception (Wis) 0
10 +1 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

● +3 Persuasion (Cha) 0 > Familiar (dismiss/reappear) Wizardly Quill (create/erase)< <

CHARISMA ● +6 Religion (Int) 0 > Use familiar's senses Telekinetic Shove < <

+1 +3 Sleight of Hand (Dex)0 > < <

● +5 Stealth (Dex) 0 > < <

0 Survival (Wis) 0 > < <


12
Tool 0 > < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

10 PASSIVE WISDOM (PERCEPTION) 0 Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing 0 0


>
Finesse, light, thrown 1d4
DESCRIPTION Above weapon's weight: 1 lb
Darkvision 60 ft
Fire Bolt ✔ Int 120 ft +6 1d10 Fire 0 0
>
Unattended flammable objects ignite Cd10
Above weapon's weight: 0 lb
SENSES Poison Spray ✔ Int 10 ft DC 14 1d12 Poison dc 0
>
Weight per ammo: 1 lb Weight per ammo: 0 lb Con save, success - no damage; 1 creature Cd12
NAME TOTAL NAME TOTAL Above weapon's weight: 0 lb
Daggers 2 Quarterstaff ✔ Str Melee +1 1d6-1 Bludgeoning 0 0
>
Reload Reload Versatile (1d8) 1d6
Above weapon's weight: 4 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Choose Feature
Add Features
Wizard (Order of Scribes), level 4:
◆ Arcane Recovery (Wizard 1, PHB 115) [2 levels of spell slots, 1× per long rest] I'm earnest and uncommonly direct.
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots I think far ahead, a detachedness often mistaken for
◆ Spellcasting (Wizard 1, PHB 114) [4 cantrips known] daydreaming.
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Awakened Spellbook (Order of Scribes 2, TCoE 77) [fast ritual cast, 1× per long rest] Confusion. Deception is a weapon. Strike from where your foes
My spellbook gains sentience and grants me the following benefits while I am holding it: won't expect. (Chaotic)
• I can use the book as a spellcasting focus for my wizard spells
• When I cast a wizard spell using a spell slot, I can temporarily replace its damage type IDEALS
The new type must appear in my spellbook in a spell of the same level as the spell slot
• Once per long rest, I can ritual cast a wizard spell without 10 min extra casting time I am enamored with the culture and trappings of another society
I can replace it over a short rest, transferring its spells and sentience to a blank book and wish to be part of it.
◆ Wizardly Quill (Order of Scribes 2, TCoE 77)
As a bonus action, I can magically create a Tiny quill with the following properties:
BONDS
• It doesn't require ink and produces ink in the color of my choice when writing with it
• I require only 2 minutes per spell level to transcribe spells into my spellbook with it
I secretly believe things would be better if I was in charge.
• As a bonus action, I can use it to erase a text written with it if within 5 ft of the text
The quill disappear if I create another or if I die

FLAWS

Feature Name: Dual Personalities

The world knows me as my persona and those who seek to learn


more about me find themselves stymied by my disguise. I'm
unidentifiable as my true self while disguised and behaving as my
persona, allowing me to change appearances between my two
personalities as I wish. My deception might lose its effectiveness if
someone realize the connection.
BACKGROUND FEATURE

Yuan-Ti Pureblood (+1 Charisma, +2 Intelligence)


• Innate Spellcasting: I know the Poison Spray cantrip and I can cast
Animal Friendship on snakes at will. Once I reach 3rd level, I can cast
Suggestion once per long rest. Charisma is my spellcasting ability
for these spells.
• Magic Resistance: I have advantage on saving throws against
spells and other magical effects.
• Poison Immunity: I am immune to poison damage and the
poisoned condition.

CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > Chest, with: 25 > Costume 4 CP

> - Book of lore 5 > - Map or scroll case 2 1 > Belt pouch (with coins) 1 1
> - Ink, 1 ounce bottle of > - Fine clothes 6 > Waterskin 5 SP
> - Ink pen > - Ink, 1 ounce bottle of >
> - Parchment, sheets of 10 > - Ink pen >
> - Little bag of sand 1 > - Lamp 1 > EP

> - Small knife 0.25 > - Oil, flasks of 2 1 >


>
>
- Disguise kit
- Steel mirror
2
0.5
3 >
>
- Paper, sheets of
- Perfume, vial of
5 >
>
11 GP

> - Signal whistle > - Sealing Wax >


> > - Soap > PP

> > - Vial 2 >


WEIGHT CARRIED
> > - Potion of healing 0.5 >
64.5 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb Carrying
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED Capacity
> > >
135 lb
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL 17.8 SUBTOTAL 36.5 SUBTOTAL 10 136 - 270 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
> FEAT: Skilled [PHB 170]
I gain proficiency with any combination of three skills or tools of
my choice.

> FEAT: Telekinetic [Intelligence] [TCoE 81]


I know the Mage Hand cantrip, can cast it without components,
and the spectral hand can be invisible. As a bonus action, I can
shove one creature I can see within 30 ft. It must make a Str save
vs. this feat's spell save DC or be moved 5 ft from or towards me.
Intelligence is my spellcasting ability for these. [+1 Intelligence]

> FEAT:

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Female 32 Medium 1,65m 56kg
Kerr Zan Tesh GENDER AGE SIZE HEIGHT WEIGHT

Lawful Neutral Mok'slyk Honey Black Bronze


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

the Serpent is described as a primordial force of


magic, tricked by the gods into assuming the form of ORGANIZATION
a massive serpent which the gods petrified so it could The Serpent Mok'slyk
steal its power. The gods could not completely
destroy its form, so they broke it down into chunks
which became planets, upon which life grew from the
Serpent's energy and learned to use magic.

The image of the Serpent is considered sacred to the


followers of Vecna. A banner of a snake wrapped
around a starbust is used on the highest of holy days.
It is depicted in religious iconography as a serpent
made of cloud and lightning snaking down from the
sky and whispering into Vecna's ear, telling him the
secret of lichdom. In other scenes it is depicted
wrapped around Vecna during his rise to power. SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Natural de Hepmonaland, no sudeste de Flanaess.


Etnicamente igual aos Olman, Aztecas de GH
Infiltrada na Scarlet Brotherhood nos primeiros anos.
Agente independente por ser uma maga.
Saiu para o capítulo de onde quer que seja que a aventura começa.

APPEARANCE

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

Flying Snake Tiny


Quetzalcoatl
RACE SIZE HEIGHT WEIGHT

Fiend Unaligned
FAMILIAR TYPE AGE GENDER ALIGNMENT
NAME

SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 -3 STR -4 INT 0 Temporary HP: SUCCESSES
PRO

14 +2 5
Set Max HP
STRENGTH
0 +4 DEX +1 WIS 0

-3 0 0 CON -3 CHA 0 ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

4
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
0 30 ft, 0 0

+4
DEXTERITY >
fly 60 ft,

+4 INITIATIVE
swim 30 ft

SPEED
DESCRIPTION 0 lb

0 0
>
18 LEVEL USED
2
1
0 lb

0 0
DIE d4+0 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

0
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
◆ Find Familiar: If dropped to 0 HP, the ◆ Flyby: The snake doesn't provoke opportunity attacks
11 +4 Acrobatics (Dex) 0
PRO

familiar disappears, leaving behind no when it flies out of an enemy's reach.


+1 Animal Handling (Wis)
0
physical form. The familiar must obey all
-4 Arcana (Int) 0
INTELLIGENCE commands of its master.
-3 0
-4
Athletics (Str)

-3 Deception (Cha) 0
-4 History (Int) 0
2 +1 Insight (Wis) 0
-3 Intimidation (Cha) 0
WISDOM
-4 Investigation (Int) 0

+1 +1 Medicine (Wis)
-4 Nature (Int)
0
0
12 +1 Perception (Wis) 0
-3 Performance (Cha) 0
CHARISMA -3 Persuasion (Cha) 0

-3
-4 Religion (Int) 0 FEATURES TRAITS
+4 Sleight of Hand (Dex)0
+4 Stealth (Dex) 0 Find Familiar (1st-level conjuration [ritual] spell, PHB 240):
5
+1 Survival (Wis) 0 ◆ Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
SKILLS It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
11 PASSIVE WISDOM (PERCEPTION) 0
It reappears when I cast this spell again (in a new form if so desired)
◆ The familiar acts independently of me, but it always obeys my commands
Blindsight 10 ft
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
◆ While it is within 100 ft of me, I can communicate with it telepathically
SENSES
◆ As an action, I see/hear what it does (but not with my senses) until the start of my next turn
◆ As an action, I can temporarily dismiss it, having it disappear into a pocket dimension
◆ As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
◆ I can't have more than one familiar bonded at a time; As an action, I can dismiss it forever
◆ When I cast a spell with a range of touch, my familiar can deliver the spell
It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires

REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Kerr Zan Tesh


CHARACTER NAME 4 3 0 0 0 SLOTS
SPELL 0 0 0 0

YUAN-TI PUREBLOOD SPELLS Intelligence +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

CANTRIPS (0 LEVEL)

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


AT
WILL Poison Spray 1 creature save or 1d12 Poison dmg Con Conj 1a 10 ft V,S Instantaneous P 266

1ST LEVEL

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


AT
WILL Animal Friendship One snake with Intelligence 3 or less save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212

2ND LEVEL

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



LR Suggestion 1 crea save or follow understood reasonable stated course of action; ends if I or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279

WIZARD SPELLS Intelligence 8 +6 DC 14


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
0 0 0

CANTRIPS (0 LEVEL)

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


AT
WILL Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL 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
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
AT
WILL Shape Water 5 cu ft water; instant: move/change flow; 1h: simple shapes/change color or opacity/freeze — Trans 1a 30 ft S Instant. or 1 h X 164

1ST LEVEL

ME 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
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
Cause Fear 1+1/SL crea (not construct/undead), each max 30 ft apart, save or frightened; save end of each turn Wis Necro 1a 60 ft V Conc, 1 min X 151
Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
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
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
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
Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous P 257
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
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
Tenser's Floating Disk (R) Create a 3 ft diameter disk that carries 500 lb and follows me if I move more than 20 ft away — Conj 1a 30 ft V,S,M 1 h P 282

2ND LEVEL

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


Detect Thoughts 1 a read thoughts of visible Int>3 crea or detect presence of invisible within 30 ft; save for probing Wis Div 1a Self V,S,M Conc, 1 min P 231
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
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
Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free — Trans 1a Touch V,S,M Conc, 1 h P 277

TELEKINETIC SPELLS Intelligence +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

CANTRIPS (0 LEVEL)

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


AT
WILL Mage Hand Create (in)visible spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple — Conj 1a 30 ft — 1 min (D) P 256
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13+240321 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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 v13.1.13+240321 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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