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Title: MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
Author: Joost Wijnen (morepurplemorebetter)
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Add Features
Background
Features
PERSONALITY TRAITS
Racial Traits
I'm haunted by memories of war. I can't get the violent images out of my mind.
Mountain Dwarf (+2 Strength, +2 Constitution)
IDEAL
Stonecunning:
Whenever I make an Intelligence (History) check related to the origin of stonework, I am
considered proficient in the History skill and add double my proficiency bonus to the check,
instead of my normal proficiency bonus.
Responsibility: I do what I have to and follow just authority. (Lawful)
BOND
Someone saved my life on the battlefield. Even now, I would never leave a friend behind.
Class Features
FLAW
A disastrous mistake I made in battle cost many lives― I will do anything to keep that
Paladin, level 1:
◆ Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]
mistake a secret.
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft
Feats
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) [5× per long rest]
As an action, I can use points in my pool to heal a touched, living creature's hit points
I can neutralize poisons/diseases instead at a cost of 5 points per affliction
FEAT:
(PHB, page 167)
Heavy Armor Master
While wearing heavy armor, bludgeoning, piercing, and slashing damage taken from
nonmagical weapons is reduced by 3. [+1 Strength]
FEAT:
FEAT:
FEAT:
FEAT:
Add Equipment
Equipment
ADVENTURING GEAR
Backpack, with
- Blanket
- Candles
- Tinderbox
- Alms box
- Incense, blocks of
- Censer
- Vestments
- Rations, days of
- Waterskin
- Amulet holy symbol
# LBS
5
3
10
1
1
2
1
4
2
2
5
ADVENTURING GEAR
Common clothes
Insignia of rank
Trophy from fallen enemy
Bone dice or playing cards
Belt pouch (with coins)
Chain Mail
Shield
Warhammer
Javelin
# LBS
3
1
55
6
1
2
5
2
SUBTOTAL
77
1
Military Rank
I have a military rank from my career as a soldier. Soldiers loyal to my former military
organization still recognize my authority and influence. I can invoke my rank to influence
soldiers and temporarily requisition simple equipment or horses. I can usually gain access to
friendly military encampments and fortresses where my rank is recognized.
ATTUNED MAGICAL ITEMS (MAX 3)
Proficiencies
SUBTOTAL
ARMOR:
WEAPONS:
LIGHT
MEDIUM
SIMPLE
Languages
Common
Dwarvish
MARTIAL
HEAVY
SHIELDS
OTHER:
OTHER:
Tools & Others
smith, brewer, or mason tools
Type of gaming set
Vehicles (land)
ENCUMBERED
96 190 lb
STR × 5
-10 FT SPEED
PLATINUM
= 10 GP
25
HEAVILY ENCUMBERED
191 - STR × 10
FT SPEED
285 lb -D20
ISADV. STR, DEX, CON
GOLD
=10 SP
10
ELECTRUM
= 5 SP
SILVER
= 10 CP
PUSH/DRAG/LIFT
286 - STR × 15 - 30
SPEED = 5 FT
570 lb
COPPER LIFESTYLE:
TOTAL WEIGHT
102 lb
GEAR & COINS
Modest
DAILY PRICE:
1 gp
GEMS AND OTHER VALUABLES:
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
Background Feature
CHARACTER: Rusilynn Giantsbane
Possessions
Status
LEVEL
EFFECT (CUMULATIVE)
Magic Items
Disadvantage on Ability Checks
Speed halved
3
Disadvantage on Attack Rolls and Saving Throws
4
Hit Point maximum halved
5
Speed reduced to 0
6
Death
ig
g
FINISHING A LONG REST REDUCES
THE EXHAUSTION LEVEL BY 1,
PROVIDED THAT YOU ALSO INGESTED
SOME FOOD AND DRINK.
1
2
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
Conditions
Blinded
Fail checks involving sight. Attacks have
disadvantage. Enemy attacks have advantage.
Charmed
Can’t harm/attack charmer. Charmer has
advantage on ability checks to interact socially.
Deafened
Petrified
Incapacitated. Can’t move or speak. Unaware
of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
saving throws. Enemy attacks have advantage.
Stop aging. Weight increases by factor 10.
Poisoned
Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Frightened
Prone
Disadvantage to checks/attacks while source
of fear is in sight. Can’t willingly move closer
to the source of fear.
Crawl (at ½ speed) or stand up (costs ½ speed).
Attacks have disadvantage. Enemy attacks
have advantage within 5 ft and disadvantage if
further away.
Grappled
Restrained
Speed drops to 0, regardless of any bonus.
Incapacitated
Can’t take actions or reactions.
Invisible
Can’t be seen, but noise and tracks. Attacks
have advantage, enemy attacks disadvantage.
Paralyzed
Incapacitated. Can’t move or speak. Fail Str
and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are
critical hits.
Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Stunned
Incapacitated. Can’t move. Can speak only
falteringly. Fail Str and Dex saving throws.
Enemy attacks have advantage.
Unconscious
Incapacitated. Can’t move or speak. Unaware
of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are
critical hits.
Combat Rules
Choose Visible Sections
Extra Equipment
GEAR
Dash
Action
Gain your speed as extra movement for this turn.
Disengage
Action
Your movement doesn’t provoke opportunity attacks for this turn.
Dodge
Action
Attack rolls from attackers you can see have disadvantage and you have
advantage on Dex saving throws until the start of your next turn.
Escape
Action
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
vs. grappler’s Str (Athletics) check.
Help
Action
Give an ally advantage on next ability check or attack roll vs. an opponent
within 5 ft of you, if done before the start of your next turn.
Hide
Action
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
DC for anybody’s Wis (Perception) check to discover you.
Ready
Search
Tumble*
# LBS
GEAR
# LBS
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Action
Choose an action that you will take in response to a set trigger. Taking
the action uses your reaction. Readying a spell requires concentration.
Action
Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Bonus Action Dex (Acrobatics) check.
Use Object
Action
You can interact with an object once per turn for free. A second interaction
and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Disarm*
Attack
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
TOTAL WEIGHT
Grapple
Attack
With a free hand, give the grappled condition to an opponent that is
within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Other Holdings
Mark*
Melee
Attack
Mark target of a melee attack. Next opportunity attack against the mark
before the end of your next turn has advantage and doesn’t use a reaction.
Shove
Attack
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
check. Disadvantage if trying to move the opponent to a side.*
Move
Grappled
Move
Bring grappled opponent along as part of your move. You move at half
speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Half Cover
Gain +2 to AC and +2 to Dex saving throws.
Three-Quarters Cover
Gain +5 to AC and +5 to Dex saving throws.
Total Cover
Can’t be targeted directly by attack or spell.
Some spells can reach you by including you in its area of effect.
TOTAL WEIGHT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
Overrun*
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
Exhaustion
Background
Character History
Character Portrait
Appearance
Enemies
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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
Allies & Organizations
Companion Options
Companion
ABILITY
MODIFIER
SAVING THROW
STR
PROF.
BONUS
Skills
DEX
DEXTERITY
CON
Medicine
ATTACKS
ACTION
PER
PROF ABILITY
ATTACK / DESCRIPTION
TO HIT
RANGE
DAMAGE
DAMAGE TYPE
Nature
Athletics
Performance
Deception
Persuasion
History
INT
Intimidation
INTELLIGENCE
Investigation
Survival
Insight
WIS
Age:
Perception
Religion
Sleight of
Hand
Stealth
CONSTITUTION
Gender:
Type:
Alignment:
Size:
Weight:
Attacks
Acrobatics
Animal
Handling
Arcana
STRENGTH
Name:
Race:
Height:
Initiative
Health
Defense
+
DEX
SPEED
MISC.
WISDOM
Set Max HP
CHA
DC10
I
II
CURRENT
AC
LIVE
DIE
WOUNDS
TEMPORARY HP
CHARISMA
Senses
Heal
II
III
HP
PASSIVE
PERCEPTION
III
DEATH SAVING THROWS
MAX HIT POINTS
HIT DICE
×
LEVEL
Features
I
+
DIE
CON
USED
Traits
Proficiency
Bonus
Visibility Options
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Companion's Appearance
Equipment
EQUIPMENT
# LBS
TOTAL WEIGHT
EQUIPMENT
# LBS
TOTAL WEIGHT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
Notes
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
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Notes
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