Eldritch Knight Level 13 Character Sheet
Eldritch Knight Level 13 Character Sheet
13 Eldritch Knight
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
● +11 STR +3 INT
PRO
19 Armor Plate +1
108 +5 20
Set Max HP
STRENGTH 0 DEX +1 WIS
Shield
+5 ● +8 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
1 Magic Cloak of Protection
20 Misc
Temporary Hit Points: Misc
DEXTERITY
-1 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
-1 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
+2
+1 Deception (Cha) > Indomitable 2 LR Common
● +7 History (Int) > from Human
● +5 Insight (Wis) from Acolyte (1/2)
14
>
+1 Persuasion (Cha) > Attack (3 attacks per action) Second Wind < Sentinel (after attack on ally) <
-1 Stealth (Dex) [disadv.] > Butt End Attack (after attack with polearm)
< <
DESCRIPTION
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FLAWS
BACKGROUND FEATURE
> FEAT:
FEATS
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
> 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
> True Strike 1 creature against whom I gain advantage on my next attack roll — Div 1a 30 ft S Conc, 1 rnd P 284
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
> 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
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Arcane Lock Entryway locked; password or designated crea opens; +10 DC break/pick lock (25gp cons.) — Abjur 1a Touch V,S,M† Till dispelled P 215
> Continual Flame Create a permanent flame (50gp cons.) — Evoc 1a Touch V,S,M† Till dispelled P 227
> Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Counterspell Stop a spell being cast; make DC 10+SL spellcasting ability check if above the spell slot lvl used — Abjur 1 rea 60 ft S Instantaneous P 228
> Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250
> Protection from Energy 1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for duration — Abjur 1a Touch V,S Conc, 1 h P 270
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE
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)