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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful A4)

Maren's.pdf . by 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 Click Here to change this Icon 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 Click Here to change this Icon 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) Notes Page Options Notes

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File name
Maren's.pdf
Title
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful A4)
Author
Joost Wijnen (morepurplemorebetter)
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27.73 MB
Pages
6 pages
PDF version
1.7
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MorePurpleMoreBetter / Flapkan Productions
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08/08/2017
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