Character Record Sheet Anzu1 .pdf

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Title: MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)
Author: Joost Wijnen (morepurplemorebetter)

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Show extra features

1 Wizard

Anzu

CLICK HERE
TO CHANGE
THIS ICON

PRO

+1

Aarakocra

+1 DEX

● +4 INT
● +3 WIS

+1 CON

+2 CHA

EXPERIENCE

AC

+2

7

Set Max HP

MAXIMUM
HIT POINTS

RESISTANCES

Next Level

DESCRIPTION

10 Armor Unarmored

11

PROFICIENCY
BONUS

300

Add:

RACE

BACKGROUND

+1 STR

STRENGTH

PLAYER NAME

Outlander

CHARACTER NAME

F

Treg

LEVEL & CLASS

Shield

1

ARMOR
CLASS

Dex

Medium Armor

Heavy Armor

Magic

12

Misc
Temporary Hit Points:

+1

DEXTERITY

+1

Misc

CURRENT HIT POINTS

Heal

INITIATIVE

USED

ENCUMBERED

ARMOR

INSPIRATION

12

SUCCESSES

CONSTITUTION

DEATH
SAVES

12
INTELLIGENCE

+2



14



WISDOM

+1

15 ft

50 ft fly
HIT DICE

Show 2nd DC

12

25 ft

ABILITY
SAVE DC

SPEED
F

+1 Acrobatics (Dex)
+1 Animal Handling (Wis)




1 d6+1

PRO

P

PRO

F EX

DIE

FAILURES

SAVING THROWS

+1

LEVEL

INTELLIGENCE

ARMOR

Light

Medium

Heavy

Shields

WEAPONS
FEATURE

MAX

Simple

RECOVER USED

+4 Arcana (Int)

>

+3 Athletics (Str)

>

+2 Deception (Cha)

>

+4 History (Int)

Common

>

+1 Insight (Wis)

Aarakocra

>

+2 Intimidation (Cha)

Auran

>

+4 Investigation (Int)

Elvish

>

+3 Medicine (Wis)

>

1

Arcane Recovery (1 level of spell slots)

LR

Martial

LANGUAGES

+2 Nature (Int)

LIMITED FEATURES

SR

● Other Weapons:

Dagger, Dart, Light Crossbow, Quarterstaff, Sling

LR

TOOLS & OTHERS

Viol

PROFICIENCIES

Dawn

+1 Perception (Wis)

12

+2 Performance (Cha)

CHARISMA

+2




14

ACTIONS

REACTIONS

>

Find Familiar (dismiss/reappear)

<

<

+2 Religion (Int)

>

Use familiar's senses

<

<

+1 Sleight of Hand (Dex)

>

<

<

+1 Stealth (Dex)

>

<

<

+3 Survival (Wis)

>

<

<

<

<

>

Viol
SKILLS

ACTIONS

ATTACK NAME

11

BONUS ACTIONS

+2 Persuasion (Cha)

PASSIVE WISDOM (PERCEPTION)

>

Quarterstaff

PROF ABILITY RANGE

✔ Str

Melee

✔ Str

Melee

TO HIT

+3

DAMAGE

DAMAGE TYPE

1d6+1

Bludgeoning

1d4+1

Slashing

Versatile (1d8)
DESCRIPTION

>

SENSES

NAME

TOTAL

Reload

Talons

+3

>
NAME

TOTAL

Reload

>

>

AMMUNITION

AMMUNITION

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

ATTACKS: WEAPONS & CANTRIPS
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Add Features

Wizard, level 1:

I feel far more comfortable around animals than people.

◆ Arcane Recovery (Wizard 1) [1 level of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots

◆ Spellcasting (Wizard 1) [3 cantrips known]

I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus

PERSONALITY TRAITS

I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
Change: Life is like the seasons, in constant change, and we
must change with it. (Chaotic)

IDEALS

I suffer awful visions of a coming disaster and will do anything
to prevent it.
BONDS

Violence is my answer to almost any challenge.

FLAWS

Feature Name: Wanderer
I have an excellent memory for maps and geography, and I can
always recall the general layout of terrain, settlements, and other
features around me. In addition, I can find food and fresh water for
myself and up to five other people each day, provided that the land
offers berries, small game, water, and so forth.
BACKGROUND FEATURE

Aarakocra (+2 Dexterity, +1 Wisdom)
Flight: I have a flying speed of 50 feet. To use this speed, I can't be
wearing medium or heavy armor.

Talons: My unarmed strikes deal 1d4 slashing damage on a hit.

CLASS FEATURES

ADVENTURING GEAR

>
>
>
>
>
>
>
>
>
>

>
>

Backpack, with:
- Book of lore
- Ink, 1 ounce bottle of
- Ink pen
- Parchment, sheets of
- Little bag of sand
- Small knife
- Spellbook
- Orb arcane focus
- Gorgon Eyeball in a jar
- Bedroll
- Two-person tent

#

LB

ADVENTURING GEAR

5

>

5

>

10

Traveler's clothes
Belt pouch (with coins)

RACIAL TRAITS

#

ADVENTURING GEAR

LB

4

>

1

>

>

>

>

>

>

>

1

>

>

0.25

>

>

3

>

>

3

>

>

>

>

7

>

>

20

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

SUBTOTAL

Add Equipment

44.3

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

Quarterstaff

#

LB

4

7

EQUIPMENT

5

CP

SP

EP

4

GP

PP

WEIGHT CARRIED

53.6 lb

ENCUMBERED

ATTUNED MAGICAL ITEMS

SUBTOTAL

7

61 - 120 lb
HEAVILY ENCUMBERED

121 - 180 lb

SUBTOTAL

4

PUSH/DRAG/LIFT

181 - 360 lb

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

TO DO LIST:
Buy eye patch

>

FEAT:

>

FEAT:

>

FEAT:

>

FEAT:

Buy Cartographer's tools 15gp
Copy spellbook 110gp

FEATS

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

>

MAGIC ITEM:

Attuned

NOTES

ADVENTURING GEAR

#

LB

ADVENTURING GEAR

#

LB

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<

>

<
SUBTOTAL

SUBTOTAL

EXTRA EQUIPMENT

OTHER HOLDINGS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

MAGIC ITEMS
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Anzu
CHARACTER NAME

Medium

GENDER

AGE

SIZE

HEIGHT

WEIGHT

ALIGNMENT

FAITH

HAIR

EYES

SKIN

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT

ALLIES & ORGANIZATIONS

APPEARANCE

Poor

LIFESTYLE

DAILY PRICE

2 sp

ENEMIES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

CHARACTER HISTORY
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Companion Options

Raven

Terokk

Tiny

RACE

Fey

TYPE

FAMILIAR
NAME

PRO

F

STRENGTH

-4

-4 STR
+2 DEX

-4 INT
+1 WIS

-1 CON

-2 CHA

12

ARMOR
CLASS

SIZE

HEIGHT

AGE

GENDER

+2

PROFICIENCY
BONUS

+2

+2

10 ft, fly 50

Temporary HP:

SUCCESSES

Heal

PROF ABILITY RANGE

TO HIT

DAMAGE

FAILURES

DEATH SAVES

DAMAGE TYPE

>

ft

INITIATIVE

ALIGNMENT

CURRENT HIT POINTS

ATTACK NAME

DEXTERITY

Chaotic Neutral

MAXIMUM
HIT POINTS

SAVING THROWS

2

DESCRIPTION

SPEED
>

14

LEVEL USED

1

DIE

CONSTITUTION

d4-1

ATTACKS
PER ACTION

HIT DICE

-1

>

ATTACKS

PRO

F EX

P

8

1

Set Max HP

WEIGHT

+2 Acrobatics (Dex)
+1 Animal Handling (Wis)
-4 Arcana (Int)

INTELLIGENCE

-4 Athletics (Str)

-4

◆ Find Familiar: If dropped to 0 HP, the

◆ Mimicry: The raven can mimic simple sounds it has

familiar disappears, leaving behind no

heard, such as a person whispering, a baby crying, or an

commands of the master

they are imitations with a successful DC 10 Wisdom

physical form. The familiar must obey all

-2 Deception (Cha)

animal chittering. A creature that hears the sounds can tell
(Insight) check.

-4 History (Int)
+1 Insight (Wis)

2

-2 Intimidation (Cha)
-4 Investigation (Int)
+1 Medicine (Wis)

WISDOM

+1
12

CHARISMA

-2
6

-4 Nature (Int)



+3 Perception (Wis)
-2 Performance (Cha)
-2 Persuasion (Cha)
-4 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+1 Survival (Wis)
SKILLS

FEATURES

TRAITS

Find Familiar (1st-level conjuration [ritual] spell, PHB 240):
• Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
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

13

PASSIVE WISDOM (PERCEPTION)

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
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
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
SENSES

• While it is within 100 ft of me, I can communicate with it telepathically

• 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 disappears 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
CLICK HERE
TO CHANGE
THIS ICON

COMPANION’S
APPEARANCE
REMARKS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

• 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 spells, but it can use my modifiers for any attack rolls the spell requires

NOTES
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Notes Page Options

NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

NOTES
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Spell Sheet Options

1ST LEVEL

2ND LEVEL

3RD LEVEL

4TH LEVEL

5TH LEVEL

6TH LEVEL

7TH LEVEL

8TH LEVEL

9TH LEVEL

Anzu
SPELL SLOTS

CHARACTER NAME

Intelligence

WIZARD SPELLS

3

SPELLCASTING ABILITY

TO PREPARE

+4

DC 12

ATTACK MODIFIER

SAVING THROW DC

CANTRIPS (0 LEVEL)
ME SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

AT
WILL

Acid Splash

1 crea or 2 crea within 5 ft of each other save or 1d6 Acid dmg; +1d6 at CL 5, 11, and 17

Dex

Conj

1a

60 ft

V,S

Instantaneous P 211

B

PG.

AT
WILL

Fire Bolt

Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17



Evoc

1a

120 ft

V,S

Instantaneous P 241

AT
WILL

Prestidigitation

Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc.



Trans

1a

10 ft

V,S

1 h (D)

P 267

1ST LEVEL
ME SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

B

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

Expeditious Retreat

You can take Dash action now, and as a bonus action for the duration



Trans

1 bns

Self

V,S

P 238

False Life

You gain 1d4+4+5/SL temporary hit points for the duration



Necro

1a

Self

V,S,M 1 h

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

Identify (R)

1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp)



Div

1 min

Touch

V,S,Mƒ Instantaneous P 252

Magic Missile

3+1/SL darts hit creature(s) you can see for 1d4+1 Force dmg per dart



Evoc

1a

120 ft

V,S

(R)
1a
1 bns / bns a
1 rea
20 cu ft
20 sq ft
adv.
atk
CL
dif. ter.
conc, 1 min

Ritual
dis. Disadvantage
1 action
dmg Damage
1 bonus action
Hour(s)
h
1 reaction
Kn Known
20 cubic feet
Me Memorized
20 square feet
min Minute(s)
Advantage
obj Object(s)
Attack
obsc. Obscured
Character Level
rnd Round(s)
Difficult terrain
Spell Level
SL
Concentration, up to 1 minute

Conc, 10 min

PG.

P 239

Instantaneous P 257

(D)
+1d4/SL
10 crea

The spell can be dismissed by the caster as 1 action
Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
Up to 10 creatures in the spells area, 1 of which may be you, the caster
30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
All creatures within the spell’s area
all
SOURCES (‘B’ COLUMN)
Any creatures of your choosing that are within the spell’s area
any
The material component is consumed by the spell
cons.
E Elemental Evil Player's Companion
Material component is costly, but is not consumed upon casting

P Player's Handbook D&D 5th edition
Material component is costly and is consumed upon casting
M†
S Sword Coast Adventure Guide
see book / B The short spell description here is very incomplete, so beware
U Unearthed Arcana
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign); Spell Sheet 1/1

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

PLAYER REFERENCE

LINE
Point of Origin

CONE

CUBE

SPHERE

CYLINDER

AREA OF EFFECT

ATTACK (action)

HIDE (action)

CAST A SPELL (casting time of the spell)

OVERRUN (action or bonus action)

Make one melee or ranged attack with a weapon, or
multiple attacks with the ‘Extra Attack’ class feature.
(See the ‘Attack Action’ section below.)
Effect depends on the spell being cast.

Hide from those that can’t perceive you. Your Dex
(Stealth) check is the DC for anybody’s Wis (Perception)
check to discover you.
(DMG 272)

DASH (action)

Gain your speed as extra movement for this turn.

Move through hostile’s space once by winning opposing
Str (Athletics) check. Advantage if you are larger or
disadvantage if you are smaller than the opponent.

DISENGAGE (action)

READY (action)

Your movement doesn’t provoke opportunity attacks for
the rest of the turn.
DODGE (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 and expends the spell slot.

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.

LEVEL
1
2
3
4
5
6

DEAFENED



Disadvantage to checks/attacks while the source of fear is in sight.
Can’t willingly move closer to the source of fear.

ESCAPE (action)

Move through hostile’s space once by winning opposing
Dex (Acrobatics) check.

INCAPACITATED

USE OBJECT (action)

INVISIBLE

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.

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).

COMBAT ACTIONS



(DMG 272)

(PHB 192)

(PHB 291)

FRIGHTENED

SEARCH (action)

TUMBLE (action or bonus action)

EXHAUSTION

Fail checks involving hearing.

Attack rolls from attackers you can see have disadvantage
and you have advantage on Dex saving throws until the
start of your next turn, until you become incapacitated or
your speed drops to 0.

Search for something, possibly with a Wis (Perception)
or Int (Investigation) check.

EFFECT (cumulative)
Disadvantage on ability checks
Speed halved
Disadvantage on attacks / saves
Hit Point maximum halved
Speed reduced to 0
Death

GRAPPLED

Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
moved out of grappler’s reach by an effect.
Can’t take actions or reactions.
Can’t be seen (normally), but still make noise and tracks.
Attacks have advantage. Enemy attacks have 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.
PETRIFIED

MELEE ATTACK (one attack)

Normal attack on target within 5 ft. If attacking with a light
melee weapon in one hand, allowed to make an attack with a
light melee weapon in other hand as a bonus action, see ‘TwoWeapon Fighting’. If either weapon has the thrown property, it
may be thrown as part of this action.

HALF +2 AC and Dex saving throws
3/4 +5 AC and Dex saving throws
TOTAL Can’t be targeted directly by attack or spell

COVER

(PHB 196)

RANGED ATTACK (one attack)

Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker.
TWO-WEAPON FIGHTING (bonus action with attack action)

If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the
weapon has the thrown property, it may be thrown as part of this action.
DISARM (instead of one attack)

(DMG 271)

Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have
advantage and smaller have disadvantage.

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.
PRONE

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.
RESTRAINED

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.

GRAPPLE (instead of one attack)

CONDITIONS

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.
MARK (with melee attack)

(DMG 271)

With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
before the end of your next turn has advantage and doesn’t cost you your reaction.
SHOVE (instead of one attack)

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.
ATTACK ACTION

LIGHTLY OBSCURED
HEAVILY OBSCURED
BLINDSIGHT
DARKVISION
TRUESIGHT

(dim light)
(darkness)

You can move your movement speed every turn. You can break up your
movement between actions. You can switch back and forth between different
types (e.g. from flying to walking), by subtracting the distance already moved
from the new speed.
You can freely move through a nonhostile’s space, and through a hostile’s
space if it is two sizes larger or smaller than you. Another creature’s space
counts as difficult terrain.
CLIMB / SWIM (at ½ speed)

Disadvantage on sight Perception checks
Effectively blinded (see conditions)

Out to range, perceive without sight.
Out to range, treat dim light as bright light. Can’t see colors.
Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.

(PHB 195)

MOVE (limited by movement speed)

(PHB 290)

LIGHT & VISION

(PHB 183)

FORCED MARCH

Marching more than 8 hours per day requires a Con
saving throw at DC 10 + 1 per additional hour, at the
end of each additional hour. If failed, suffer one level
of exhaustion (see conditions).

PACE
Fast
Normal
Slow

MINUTE
400 feet
300 feet
200 feet

FOOD (one pound per day)

HOUR
DAY
EFFECT
4 miles 30 miles -5 passive Perception
3 miles 24 miles ––
2 miles 18 miles Able to use stealth

TRAVEL PACE

(PHB 182)

Go without food for 3 + Con modifier of consecutive
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
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
one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).

CRAWL (at ½ speed)

Crawl while prone (see conditions). Dropping prone costs no movement speed.

FALLING

1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

DIFFICULT TERRAIN (at ½ speed)

Moving through difficult terrain costs twice as much speed. Another creature’s
space counts as difficult terrain.
JUMP

SUFFOCATING

Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
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
forward, or 3 + your Str modifier in feet up. The jump distance is halved when
performing a standing jump.

SHORT 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
dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.

Standing up from being prone costs half your movement speed for this turn.
MOVEMENT

(PHB 182)

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign)

A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
LONG REST

ENVIRONMENT

(PHB 183)

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com


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