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Draculoro - Toreto

This document provides character details for a level 5 blood hunter named F. It lists the character's class, background, race, experience points, hit points, armor, weapons, skills, and abilities. Key details include the character being a level 5 blood hunter with 6,500 experience points and a maximum of 44 hit points. Their armor is scale mail and shield, and they are proficient with medium armor, shields, simple and martial weapons. Their abilities include Rite of the Dawn, Rite of the Storm, and the Curse of the Lycan's Blood.
Copyright
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Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
36 views9 pages

Draculoro - Toreto

This document provides character details for a level 5 blood hunter named F. It lists the character's class, background, race, experience points, hit points, armor, weapons, skills, and abilities. Key details include the character being a level 5 blood hunter with 6,500 experience points and a maximum of 44 hit points. Their armor is scale mail and shield, and they are proficient with medium armor, shields, simple and martial weapons. Their abilities include Rite of the Dawn, Rite of the Storm, and the Curse of the Lycan's Blood.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Show extra features

5 Blood Hunter
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

6,500 Add: 14,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR 0
PRO

INT
14 Armor Scale Mail

44 +3 16
Set Max HP
STRENGTH ● +6 DEX ● +6 WIS
Shield

-1 +2 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 2 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
5 d10+2

CONSTITUTION SAVING THROWS FAILURES


14 ABILITY
SAVE DC
WISDOM

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

14 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
0 Arcana (Int) > ritual vermelho (1d4) 5hp
INTELLIGENCE ● +2 Athletics (Str) > Maldição de Sangue do Fantoche Caído 1 SR LANGUAGES TOOLS & OTHERS

0
● +3 Deception (Cha) > Maldição de Sangue do Desvio 1 SR Common Suprimentos de Alquimista

● +3 History (Int) > Infernal Dice Set


● +6 Insight (Wis) Auran
10
>

0 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+3 Medicine (Wis) >

+3 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+3 Perception (Wis)
16 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +3 Persuasion (Cha) > Attack (2 attacks per action) Ritual da Tempestade: 1d4 relampago
< <

CHARISMA 0 Religion (Int) > < <

0 +3 Sleight of Hand (Dex) > < <

● +6 Stealth (Dex) [disadv.] > < <

+3 Survival (Wis) > < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Scimitar ✔ Dex Melee +8 1d6+3 Slashing


>
Finesse, light
DESCRIPTION

Hand Crossbow ✔ Dex 30/120 ft +6 1d6+3 Piercing


>
Ammunition, light, loading
SENSES
>

NAME TOTAL NAME TOTAL


bolt 20 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
PERDIÇÃO DO CAÇADOR
-Você tem vantagem em testes de Sabedoria (Sobrevivência) para rastrear criaturas fadas,
demônios e morto-vivos, bem como em testes de Inteligência para recuperar informações
sobre eles. Se você estiver ativamente rastreando um desses tipos de criaturas, você não pode
ser surpreendido por nenhuma criatura desse tipo. Você só pode rastrear um tipo de criatura
por vez. PERSONALITY TRAITS
Ao chegar ao 11º nível, você ganha vantagem em testes de Sabedoria (Intuição) e testes de
Carisma (Intimidação) à medida que sua natureza inquietante se desenvolve, dando-lhe uma
vantagem ao testar a compostura e vontade dos outros.

RITUAL VERMELHO IDEALS


No 1º nível, você aprende a invocar um ritual de magia de sangue dentro de sua arma ao
sacrificar sua própria vitalidade. Escolha aprender um ritual da lista de Rituais Primais abaixo.
Você não pode alterar essa escolha.
Com uma ação bônus, você pode imbuir uma única arma que você esteja segurando com sua
própria força vital, reduzindo temporariamente seu máximo de pontos de vida em um número
BONDS
igual ao seu nível de personagem. Estes pontos de vida máximos retornam uma vez que o ritual
acabe e não pode ser restaurado de outra forma.
Até o ritual esvanecer, arma ativada emana a sua energia elemental escolhida. Os ataques com
esta arma causam um dano adicional de 1d4, relativos à sua natureza elemental. O dano do
ritual é considerado mágico. Esse bônus aumenta quando você alcança determinados níveis de
FLAWS
caçador de sangue, como mostrado na tabela O Caçador de Sangue. Este dano é cumulativo
com encantamentos de armas. Se sua arma sair do seu controle, o ritual se desfaz
imediatamente. Um ritual ativo em uma arma arremeçada se desfaz imediatamente após o
ataque terminar. Feature Name: Feature: Position of Privilege
O Ritual Vermelho pode ser usado em várias armas, custando a perda pontos de vida
Thanks to your noble birth, people are inclined to think the best of
adicionais. Se usado em uma arma que já possui um ritual ativo, o ritual antigo desaparece
you. You are welcome in high society, and people assume you have
quando o novo entrar em vigor. Quando um ritual vermelho é desfeito, ele restaura seu
the right to be wherever you are. The common folk make every
máximo de pontos de vida, mas não os pontos de vida perdidos. Um ritual vermelho pode ser
effort to accommodate you and avoid your displeasure, and other
desativado a qualquer momento (não é necessária nenhuma ação).
people of high birth treat you as a member of the same social
Você ganha acesso a um Ritual Primal adicional no 6º nível e 11º nível. Você pode escolher
sphere. You can secure an audience with a local noble if you need
aprender um Ritual Esotérico na lista abaixo a partir 14º nível.
to. BACKGROUND FEATURE
Ritual atual- Ritual da Tempestade: Dano de Relâmpago

-Maldição de Sangue do Fantoche Caído: No momento em que uma criatura cai inconsciente Expert Forgery. You can duplicate other creatures' handwriting and
ou morre a até 9 metros de você, você pode usar sua reação para dar a essa criatura um último craftwork. You have advantage on all checks made to produce
ato de agressão. Essa criatura pode imediatamente fazer um único ataque com arma contra um forgeries or duplicates of existing objects.
alvo de sua escolha dentro de seu alcance de ataque. Após o ataque, a criatura volta a ficar
inconsciente ou morta. Kenku Training. You are proficient in your choice of two of the
Amplifique: Ao amplificar, você pode garantir um bônus de ataque e dano no ataque da following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
criatura amaldi-çoada, igual ao seu modificador Sabedoria (mínimo de 1).
Mimicry. You can mimic sounds you have heard, including voices. A
Maldição de Sangue do Desvio: Quando um inimigo lança um feitiço, você pode usar sua creature that hears the sounds can tell they are imitations with a
reação para desviar o feitiço com seu ritual vermelho. Você ganha um bônus teste de successful Wisdom (Insight) check opposed by your Charisma
resistência inicial contra esse feitiço igualCLASS
ao seu Modificador de Sabedoria (mínimo de 1). Esta
FEATURES (Deception) check. RACIAL TRAITS
maldição é invocada antes do teste de resistência.
Amplifique: Ao amplificar, você pode permitir que todos os aliados numa distância de 1,5
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
metros de você também ganhem esse bônus em seus testes de resistência contra o feitiço CP
> A set of fine
desencadeante.
clothes 6 > Backpack, with: 5 >
> a signet ring, > - Bedroll 7 >
> scroll of pedigree > - Mess kit
pacto: O Imortal: Sempre que você reduz uma criatura hostil a 0 pontos de vida com um ataque
1 > SP
> dice set > - Tinderbox
armado, você recupera pontos de vida iguais ao dano no dado do Ritual Vermelho.
1 >
> Alchemist's supplies 8 > - Torches 10 1 >
EP
> > - Rations, days of 10 2 >
> > - Waterskin 5 >
>
>
> - Hempen rope, feet of
>
50 0.2 >
>
25 GP

> > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
124 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 14 SUBTOTAL 59 SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
> FEAT:

You ignore the loading quality of crossbows with which you are
proficient.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed
weapon, you can use a bonus action to attack with a hand
> crossbow
FEAT: you are holding.

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM:

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM:
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM:
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM:
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM:

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
1,46 22kg
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

CLICK HERE
CLICK HERE TO CHANGE
THIS ICON
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (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 v13.1.4 (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

WARLOCK SPELLS Wisdom +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain HP; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd SR 124
Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous SR 139
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) SR 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) SR 164
Poison Spray 1 creature save or 1d12 Poison dmg; +1d12 at CL 5, 11, and 17 Con Conj 1a 10 ft V,S Instantaneous SR 169
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) SR 170
True Strike 1 creature against whom I gain advantage on my next attack roll — Div 1a 30 ft S Conc, 1 rnd SR 189
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1ST LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h SR 124
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 SR 126
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S Conc, 10 min SR 141
Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous SR 154
Illusory Script (R) Write a message that only I, designated crea, and any with truesight can understand (10gp cons.) — Illus 1 min Touch S,M† 10 days SR 156
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 SR 173
Unseen Servant (R) Create a mindless, invisible, shapeless, Medium servant for simple tasks; bns a to mentally command it — Conj 1a 60 ft V,S,M 1 h SR 189
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2ND LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of SL 3+ works in it — Evoc 1a 60 ft V,M Conc, 10 min SR 133
Enthrall While I speak, any crea save (adv. if fighting) or dis. on Wis(Perception) for any other than me Wis Ench 1a 60 ft V,S 1 min SR 140
Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min SR 154
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 SR 157
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) SR 165
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous SR 165
Ray of Enfeeblement Spell attack; crea does half dmg with weapon attacks that use Str; save at end of each turn to end Con Necro 1a 60 ft V,S Conc, 1 min SR 174
Shatter 10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg Con Evoc 1a 60 ft V,S,M Instantaneous SR 178
Spider Climb 1 gains climbing speed equal to walking speed; can go on walls and ceilings with hands free — Trans 1a Touch V,S,M Conc, 1 h SR 182
Suggestion 1 crea save or follow understood reasonable stated course of action; ends if I or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h SR 183
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___

3RD LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Counterspell Stop a spell being cast; if above SL of this spell, make DC 10+SL spellcasting ability check — Abjur 1 rea 60 ft S Instantaneous SR 131
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL spellcasting ability check — Abjur 1a 120 ft V,S Instantaneous SR 136
Fear All crea save or drop what it is holding and frightened; extra save at end of turn if not in line of sight Wis Illus 1a S:30-ft coneV,S,M Conc, 1 min SR 142
Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min SR 146
Gaseous Form 1 willing crea into a misty cloud with fly 10 ft, resist. to nonmagical dmg, adv. on Str/Dex/saves — Trans 1a Touch V,S,M Conc, 1 h SR 148
Hypnotic Pattern 30-ft cube all crea save or charmed, incapacitated, speed 0 for duration; ends if crea takes dmg Wis Illus 1a 120 ft S,M Conc, 1 min SR 155
Magic Circle Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.) — Abjur 1 min 10 ft V,S,M† 1 h SR 160
Major Image 20-ft cube illusion includes visible, audible, olfactory, temperature; 1 a move it; SL6: no conc.; see B — Illus 1a 120 ft V,S,M Conc, 10 min SR 162
Remove Curse 1 creature or object is freed of all curses; cursed magic items break attunement with owner — Abjur 1a Touch V,S Instantaneous SR 174
Tongues 1 crea understands all spoken languages, all with a language can understand what it means — Div 1a Touch V,M 1h SR 187
Vampiric Touch Spell attack each turn as 1 a for 3d6+1d6/SL Necrotic dmg; I heal half the damage dealt — Necro 1a Self V,S Conc, 1 min SR 189
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___

4TH LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min SR 120
Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1a 30 ft V,S Instantaneous SR 122
Dimension Door Teleport myself and 1 willing crea within 5 ft, up to 500 ft to a place I can see, specify, or describe — Conj 1a 500 ft V Instantaneous SR 135
Hallucinatory Terrain 150-ft cube of terrain resembles some other sort of terrain; Int (Investigation) vs. Spell DC; see book — Illus 10 min 300 ft V,S,M 24 h SR 152
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__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___

5TH LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Contact Other Plane (R) I make DC 15 save to ask extraplanar entity 5 questions with one word answers; insane on fail Int Div 1 min Self V 1 min SR 129
Dream Me or willing crea enters a crea's dreams, manifesting as a messenger with whom it can communicate — Illus 1 min Special V,S,M 8 h SR 138
Hold Monster 1+1/SL crea (not undead), each max 30 ft apart, save or paralyzed; extra save at end of each turn Wis Ench 1a 90 ft V,S,M Conc, 1 min SR 154
Scrying 1 crea save or sensor follows it around; or create sensor in familiar location; see book (1000gp) Wis Div 10 min Self V,S,Mƒ Conc, 10 min SR 176
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___

6TH LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Circle of Death 60-ft rad all 8d6+2d6/SL Necrotic dmg; save halves (500gp) Con Necro 1a 150 ft V,S,Mƒ Instantaneous SR 124
Conjure Fey CR 6+1/SL fey; obeys my verbal commands not against its align.; breaks free on broken conc. — Conj 1 min 90 ft V,S Conc, 1 h SR 128
Create Undead Turn corpses into 3+1/SL ghouls i.a.; control 24h; bns a command 120 ft; see B (150gp/corpse cons.) — Necro 1 min 10 ft V,S,M† Instantaneous SR 132
Eyebite 1 crea/rnd within 60 ft save or either fall asleep, panicked, or sickened, my choice Wis Necro 1a Self V,S Conc, 1 min SR 141
Flesh to Stone 1 crea save or restrained; save at end of turn, 3 consecutive fail: petrified, 3 consecutive success: free Con Trans 1a 60 ft V,S,M Conc, 1 min SR 145
Mass Suggestion 12 crea save or follow stated course of action; SL7: 10 day; SL8: 30 days; SL9: 366 days; see book Wis Ench 1a 60 ft V,M 24 h SR 163
True Seeing 1 willing crea gains truesight 120 ft; see through illusions, hidden doors, ethereal plane (25gp cons.) — Div 1a Touch V,S,M† 1 h SR 189
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
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7TH LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Etherealness Me or 3/SL willing go to Ethereal Plane; move there, but able to perceive 60 ft into the normal plane — Trans 1a Self V,S 8 h (D) SR 140
Finger of Death 1 crea 7d8+30 Necrotic dmg; save halves; crea killed becomes zombie under my command Con Necro 1a 60 ft V,S Instantaneous SR 144
Forcecage 20-ft cube cage, or 10-ft cube solid; blocks all spells; extraplanar travel in/out on save (1500gp) Cha Evoc 1a 100 ft V,S,Mƒ 1 h SR 147
Plane Shift Me + 8 willing crea teleport to different plane; or spell attack + save or transported to random plane Cha Conj 1a Touch V,S,Mƒ Instantaneous SR 168
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8TH LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Demiplane Create door to a demiplane of 30-ft cube; when spell ends, creatures inside remain trapped — Conj 1a 60 ft S 1h SR 134
Dominate Monster 1 crea save or charmed, follows telepathic commands, 1 a for complete control; SL9: conc, 8h Wis Ench 1a 60 ft V,S Conc, 1 h SR 137
Feeblemind 1 crea 4d6 Psychic dmg and save or Int and Cha become 1; extra save every 30 days to end spell Int Ench 1a 150 ft V,S,M Instantaneous SR 142
Glibness I can choose to roll a 15 on any Charisma check; magic cannot detect if I am lying — Trans 1a Self V 1h SR 149
Power Word Stun 1 creature with 150 current HP or less is stunned; save at end of each turn to end spell Con Ench 1a 60 ft V Instantaneous SR 170
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___

9TH LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Astral Projection Me + 8 willing crea projected to Astral Plane with identical statistics (per crea 1100gp cons.) — Necro 1h 10 ft V,S,M† Special (D) SR 119
Foresight 1 willing crea can't be surprised; adv. on attacks, ability checks, and saves; dis. on attacks vs. target — Div 1 min Touch V,S,M 8 h SR 147
Imprisonment 1 crea save or trapped in chosen way with no means of escape; see book (500gp/HD cons.) Wis Abjur 1 min 30 ft V,S,M† Till dispelled SR 156
Power Word Kill 1 creature with 100 current HP or less dies — Ench 1a 60 ft V Instantaneous SR 170
True Polymorph 1 crea/obj > 0 HP save or transformed into another crea/obj with equal CR or lower; see book Wis Trans 1a 30 ft V,S,M Conc, 1 h SR 188
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__________________________ ____________________________________________________________________________________________________________ ____ _______ _______ ___________ ______ ______________ __ ___
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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