Abilities S D C I W C: Skills Ability Save DC
Abilities S D C I W C: Skills Ability Save DC
Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
+4 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY PROFICIENCY +3 Arcana (INT)
8 STR -1 -1
BONUS +
8+
13
BONUS +
8+
12
Cha Dex 0 Athletics (STR)
STRENGTH
Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
+7 Performance (CHA)
13
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 19
DIE LIVE
3 × d8 + 1
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND
Dagger ✔ Dex Melee, 20/60 ft +4 1d4+2 Piercing Escape Grapple / Help / Hide
Finesse, light, thrown Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - A4)
AMMUNITION AMMUNITION
Features Background
PERSONALITY TRAITS
Racial Traits I always pretend that I have a plan, even when things are going horribly wrong.
IDEAL
Skill Versatility: I gain proficiency in two skills of my choice.
Loyalty to friends, not to ideals.
BOND
I want to become the most famous criminal in all the world.
FEAT:
Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Lute 1 2
Crowbar 5
Common Clothes 3
Background Feature
Criminal Contact
I have a friend inside the criminal underground working within the Witch-King's realm. He
has given me a key to the Witch-King's treasures. Now, if only I could get inside and take
the gold. First, I'll need a crew...
Proficiencies
SUBTOTAL 10 SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY
HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - STR × 5 STR × 15STR × 10 121 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Hand crossbow, Longsword, Rapier, Shortsword 80 lb 120 lb
-10 FT SPEED -20 FT SPEED
240 lb SPEED = 5 FT 10,3 lb
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Status Possessions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.
Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.
Search 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
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action 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).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled 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).
Character History
Senor Fantastique (real name redacted) has appeared out of nowhere and is fast approaching a life of criminal notoriety
that few others have achieved. Of course, this is according to him. A braggart and a con-man, he is, nonetheless, able
to put his money where his mouth is when it comes to bravery (or foolishness, depending on who you ask). He has
challenged the notorious Witch-King, albeit indirectly when he tried to steal the amassed wealth that the fiend had
acquired. Barely escaping with his life, Fantastique is still obsessed with finding a way into the Witch-King's vaults and
relieving him of his ill-gotten treasure. The only mistake Fantastique admits is that he tried steal it without a crew.
Already, Fantastique is hatching a plan. All he needs are some easily-duped fools who will do anything for money. And,
no, he is not aware of the irony.
Character Portrait
Appearance
Senor Fantastique is acutely aware that others react to, and are
influenced by, appearance. He cultivates a handsome demeanor,
but beware. He is not a vain individual: appearance labors in the
service of wealth accumulation.
Enemies
Senor Fantastique is a VERY minor annoyance to the Witch-King.
However, Senor Fantastique very much thinks that he is the
Witch-King's most hated foe.
Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:
STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
WOUNDS DIE LIVE
CHA I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III
Features Traits
Proficiency
Bonus
Notes
Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Senor Fantastique
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
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) S 160
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) S 164
1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
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 S 134
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min S 141
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 S 142
Healing Word 1 living creature heals 1d4+1d4/SL+0 (Cha) HP — Evoc 1 bns 60 ft V Instantaneous S 153
2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch V,S,M Conc, 1 h S 139
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 S 157
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - A4); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast