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20 Druid (Circle of the Wyrm)
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Outlander Firbolg, Multiverse 355,000 Add:
BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME
F AC DESCRIPTION
0 ● +6 INT
PRO
STR
12 Armor Studded Leather
220 +6 17
Set Max HP
STRENGTH +3 DEX ● +11 WIS
2 Shield sheild
0 +3 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 3 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
10 Misc
Temporary Hit Points: Misc
DEXTERITY
+8 ARMOR
+3 CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION
16 SUCCESSES LEVEL DIE USED ENCUMBERED
Show 2nd DC
20 d8+3 20 ft
CONSTITUTION SAVING THROWS FAILURES
30 ft 19 ABILITY
SAVE DC
WISDOM
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
16 +5 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
0 Arcana (Int) > Detect Magic 1 LR/SS 1+ Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
INTELLIGENCE ● +6 Athletics (Str) > Disguise Self 1 LR/SS 1+
LANGUAGES TOOLS & OTHERS
0
0 Deception (Cha) > Hidden Step 6 LR Common Herbalism kit
0 History (Int) > True Dragon (50%, 1 or 2 on a d4) 1 LR Druidic Lute
● +11 Insight (Wis)
10 Speech of Beast and Leaf
>
0 Intimidation (Cha) > Giant
0 Investigation (Int) > Dwarvish
WISDOM
+5 Medicine (Wis) > Draconic
+5 0 Nature (Int)
● +11 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
20 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
0 Persuasion (Cha) > Wild Shape (start) Hidden Step < <
CHARISMA 0 Religion (Int) > Wild Shape (end) < <
0 +3 Sleight of Hand (Dex) > < <
+3 Stealth (Dex) > < <
● +11 Survival (Wis) > < <
10 > < <
Tool
SKILLS ACTIONS
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
26 PASSIVE WISDOM (PERCEPTION) Scimitar ✔ Dex Melee +9 1d6+3 Slashing
>
Finesse, light
DESCRIPTION
>
SENSES
>
NAME TOTAL NAME TOTAL
>
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
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Druid (Circle of the Wyrm), level 20:
◆ Druidic (Druid 1, PHB 66)
I know Druidic; Hidden messages with it can only be understood by who know Druidic
◆ Spellcasting (Druid 1, PHB 66) [4 cantrips known]
I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability
I can use a druidic focus as a spellcasting focus for my druid spells PERSONALITY TRAITS
I can cast my prepared druid spells as rituals if they have the ritual tag
◆ Draconic (Circle of the Wyrm 2, Y:CotW)
I know the Draconic language
◆ Dragon Shape (Circle of the Wyrm 2, Y:CotW) [CR 6, can use dragon's spellcasting]
I can use Wild Shape to transform into a creature of the dragon type instead of a beast IDEALS
There are some limitations that apply to a dragon shape:
• If the dragon shape has a breath weapon, it recharges on a short rest (until level 14)
• When reverting back from a dragon shape, I gain one level of exhaustion
• I can't use the dragon's innate spellcasting until I have the Beast Spells feature
• I can't use the dragon's flying speed until I reach level 8 as a druid
BONDS
◆ Wild Shape (Druid 2, PHB 66) [CR 1; 10 hours, ∞× per short rest]
As an action, I assume the shape of a beast I have seen before with the following rules:
• I gain all its game statistics except Intelligence, Wisdom, or Charisma
• I get its skill/saving throw prof. while keeping my own, using whichever is higher
• I assume the beast's HP and HD; I get mine back when I revert back
FLAWS
• I can't cast spells in beast form, but transforming doesn't break concentration
• I retain features from class, race, etc., but I don't retain special senses
• I can choose whether equipment falls to the ground, merges, or stays worn
• I revert if out of time or unconscious; if KOd by damage, excess damage carries over Feature Name: Wanderer
◆ Favored Identity (Circle of the Wyrm 6, Y:CotW)
I have an excellent memory for maps and geography, and I can
I add double my Prof Bonus to checks for conversing, knowledge, or identifying dragons
always recall the general layout of terrain, settlements, and other
◆ Tooth and Claw (Circle of the Wyrm 6, Y:CotW)
features around me. In addition, I can find food and fresh water for
My attacks in dragon form count as magical for overcoming resistance and immunities
myself and up to five other people each day, provided that the land
◆ True Dragon (Circle of the Wyrm 10, Y:CotW) [50%, 1 or 2 on a d4, 1× per long rest]
offers berries, small game, water, and so forth.
During a short rest I have a chance to reduce my exhaustion by 1 level
◆ Change Shape (Circle of the Wyrm 14, Y:CotW)
BACKGROUND FEATURE
I learn the Alter Self and Disguise Self and always have these prepared
I can cast these in dragon shape, but I use my original size and type for the spells
◆ Dragon's Breath (Circle of the Wyrm 14, Y:CotW) Firbolg
The breath weapon of my dragon shape recharges on a 5-6 at the start of each round • Powerful Build: I count as one size larger for my carrying capacity.
◆ Beast Spells (Druid 18, PHB 67) • Hidden Step: Proficiency Bonus per long rest, as a bonus action, I
I can perform the somatic and verbal components of druid spells while in a beast shape can turn invisible until my next turn starts, as per the Invisibility spell.
◆ Timeless Body (Druid 18, PHB 67) • Firbolg Magic: I can cast Detect Magic and Disguise Self each
I age more slowly, only 1 year for every 10 years that pass once per long rest, or using spell slots as normal. Int, Wis, or Cha is
◆ Archdruid (Druid 20, PHB 67) my spellcasting ability for these (one-time choice).
I can use Wild Shape an unlimited number of times • Speech of Beast and Leaf: I can make my words understood, in a
My druid spells don't require verbal, somatic, or free material components limited manner, by Beasts, Plants, and vegetation. I have advantage
on Charisma checks to influence them.
CLASS FEATURES RACIAL TRAITS
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
CP
> Backpack, with: 5 > > Traveler's clothes 4
> - Bedroll 7 > > Staff 4
> - Mess kit 1 > > Hunting trap 25 SP
> - Tinderbox 1 > > Trophy from animal
> - Torches 10 1 > > Belt pouch (with coins) 1
EP
> - Rations, days of 10 2 > > Leather armor 10
> - Waterskin 5 > > Scimitar 1 3
>
>
- Hempen rope, feet of 50 0.2 >
>
>
>
Herbalism kit 3
20 GP
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
109 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
101 - 200 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
300 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 59 SUBTOTAL SUBTOTAL 50 301 - 600 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
◆ Dunamancy Spells (Optional Druid 1, EGtW 186)
All dunamancy spells are added to the druid spell list, each still pending DM's approval > FEAT: Observant [PHB 168]
◆ Wild Companion (Optional Druid 2, TCoE 35) [10 hours] If I can see a creature's mouth while it is speaking a language I
I can expend a use of wild shape to cast Find Familiar without material components understand, I can interpret what it's saying by reading its lips. I
The familiar always has the Fey type and disappears after half my druid level in hours have a +5 bonus to passive Wisdom (Perception) and passive
◆ Cantrip Versatility (Optional Druid 4, TCoE 35) [ASI = Ability Score Improvement] Intelligence (Investigation) scores. [+1 Intelligence or Wisdom]
Whenever I gain an ASI from the druid class, I can change one druid cantrip for another
> FEAT: Alert [PHB 165]
I can't be surprised while I'm conscious. I have a +5 bonus on
initiative rolls. Other creatures don't gain advantage on attack
rolls against me as a result of being hidden from me.
> FEAT:
> FEAT:
FEATS
> MAGIC ITEM: Attuned
NOTES
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
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SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
> MAGIC ITEM: Attuned
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
Medium
GENDER AGE SIZE HEIGHT WEIGHT
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
APPEARANCE
Poor LIFESTYLE DAILY PRICE 2 sp
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
Companion Options
RACE SIZE HEIGHT WEIGHT
TYPE AGE GENDER ALIGNMENT
COMPANION
NAME
F
Temporary HP: SUCCESSES
PRO
STR INT Set Max HP
STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES
SAVING THROWS CURRENT HIT POINTS DEATH SAVES
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
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)
CHARISMA Persuasion (Cha)
Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS
PASSIVE WISDOM (PERCEPTION)
SENSES
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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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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
DRUID SPELLS Wisdom 25 +11 DC 19
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
CANTRIPS / FUNDAMENTALS
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Druidcraft Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect — Trans 1a 30 ft — Instantaneous P 236
AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch — Conc, 1 min P 248
AT
WILL Infestation 1 crea save or 4d6 Poison dmg and moved 5 ft in random direction Con Conj 1a 30 ft — Instantaneous X 158
AT
WILL Primal Savagery Melee spell attack, 5 ft range, for 4d10 Acid dmg — Trans 1a Self — Instantaneous X 163
1ST LEVEL / APPRENTICE MYSTERIES
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self — 1 rnd X 150
Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft — 24 h P 212
Beast Bond Telepathic link with 1 beast Int<4 while in line of sight; beast has adv. on attacks vs. crea I can see — Div 1a Touch — Conc, 10 min X 150
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 — 1h P 221
Create or Destroy Water Create/destroy 10+10/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu — Trans 1a 30 ft — Instantaneous P 229
Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Wis) HP — Evoc 1a Touch — Instantaneous P 230
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self — Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self — Conc, 10 min P 231
) Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self — 1 h (D) P 233
Earth Tremor All crea in range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10 ft — Instantaneous X 155
Entangle 20-ft square save or restrained; Str check vs. Spell DC to escape; for duration area is difficult terrain Str Conj 1a 90 ft — Conc, 1 min P 238
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 — Conc, 1 min P 239
SP Find Familiar (R) Gain the services of a fey familiar; can see through its eyes; it can deliver touch spells; see B — Conj 1h 10 ft — ½ druid lvl h P 240
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it — Conj 1a 120 ft — Conc, 1 h P 243
Gift of Alacrity 1 willing creature can add 1d8 to its initiative rolls for the duration — Div 1 min Touch — 8h W 186
Goodberry Create 10 berries; 1 a to eat 1 berry: heal 1 HP, nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch — Instantaneous P 246
Healing Word 1 living creature heals 1d4+1d4/SL+5 (Wis) HP — Evoc 1 bns 60 ft — Instantaneous P 250
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft — Instantaneous X 157
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch — 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch — 1h P 256
Magnify Gravity 10-ft rad all crea 2d8+1d8/SL Force dmg, half spd; Save halves & no spd reduce; Str check to move obj Con Trans 1a 60 ft — 1 rnd W 188
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft — Instantaneous P 270
Snare 5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch M† 8 h, till trigger X 165
Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self — 10 min P 277
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube — Instantaneous P 282
2ND LEVEL / INITIATE MYSTERIES
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Air Bubble Create spectral globe of fresh air around a head of 1+2/SL willing creatures, lasts for the duration — Conj 1a 60 ft — 24 h SJ 22
) Alter Self Change appearance, gain +1 magical 1d6 natural weapons, or water breathing and swim spd — Trans 1a Self — Conc, 1 h P 211
Animal Messenger (R) Tiny beast delivers 25 word message up to 25 miles (50 miles if flyer); +48h/SL duration — Ench 1a 30 ft — 24 h P 212
Barkskin 1 willing crea AC cannot be reduced below 16, regardless of armor it is wearing — Trans 1a Touch — Conc, 1 h P 217
Beast Sense (R) Use 1 willing beast's senses; I'm blinded and deafened while doing so — Div 1a Touch — Conc, 1 h P 217
Darkvision 1 willing creature has darkvision 60 ft for the duration — Trans 1a Touch — 8h P 230
Dust Devil 5-ft cube; all in 5-ft 1d8+1d8/SL Bludg. dmg and pushed 10 ft away; save halves, no push; see book Str Conj 1a 60 ft — Conc, 1 min X 154
Earthbind 1 creatures save or fly speed is reduced to 0; airborne creatures safely descend at 60 ft per round Str Trans 1a 300 ft — Conc, 1 min X 154
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch — Conc, 1 h P 237
Find Traps Sense presence of any trap within line of sight; not exact location, but general nature of trap — Div 1a 120 ft — Instantaneous P 241
Flame Blade Summon fiery blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Fire dmg; 10 ft bright light — Evoc 1 bns Self — Conc, 10 min P 242
Flaming Sphere 2.5-ft rad flaming sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Fire dmg; save halves Dex Conj 1a 60 ft — Conc, 1 min P 242
Fortune's Favor 1+1/SL crea once roll extra d20 and select which to use for atk, check, save, or atk vs. it (100gp cons.) — Div 1 min Touch M† 1h W 186
Gust of Wind 60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book Str Evoc 1a S:60-ft line — Conc, 1 min P 248
Healing Spirit 5-ft cube; any living crea I see start/enter heals 1d6+1d6/SL HP; 1+5 (Wis) uses; bns a move it 30 ft — Conj 1 bns 60 ft — Conc, 1 min X 157
Heat Metal 1 metal obj on touch 2d8+1d8/SL Fire dmg; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft — Conc, 1 min P 250
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 — Conc, 1 min P 251
Immovable Object 1 obj <10 lb fixed in place; holds 4k lb; Str check move, except chosen/password; See B (25gp cons.) — Trans 1a Touch M† 1h W 187
Leoven's Icy Grip All in (15+5/SL)-ft cube save (flying adv.) or 2d4 Cold dmg & grappled; 1 a escape: Str check vs. DC Dex Conj 1a 60 ft — 1 min HB
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch — Instantaneous P 255
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 1/3 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
Locate Animal/Plants (R) Learn direction and distance to closest named or described kind of beast or plant within 5 miles — Div 1a Self — Instantaneous P 256
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book — Div 1a Self — Conc, 10 min P 256
Moonbeam 5-ft rad 40-ft high all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B Con Evoc 1a 120 ft — Conc, 1 min P 261
Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means — Abjur 1a Self — Conc, 1 h P 264
Protection from Poison 1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. being poisoned — Abjur 1a Touch — 1h P 270
Skywrite (R) Write up to 10 words with clouds in a part of the sky I can see; strong wind can diperse the clouds — Trans 1a Sight — Conc, 1 h X 165
Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg per 5 ft moved; Wis(Perc) vs. Spell DC to recognize — Trans 1a 150 ft — Conc, 10 min P 277
Summon Beast Summon choice of Bestial Spirit; obeys commands; takes turn after mine; disappears at 0 hp (200gp) — Conj 1a 90 ft Mƒ Conc, 1 h T 109
Warding Wind Strong (20 mph) wind around me deafens/extinguishes unprotected flames/dif. ter./ranged wea dis. — Evoc 1a S:10-ft rad — Conc, 10 min X 170
Wither and Bloom 10-ft rad any crea 2d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft — Instantaneous SC 38
Wristpocket (R) Store 1 held obj <5 lb in extradim. space; 1 a to summon obj in free hand or return; reappears at end — Conj 1a Self — Conc, 1 h W 190
3RD LEVEL / MASTER MYSTERIES
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Call Lightning 60-ft rad 10-ft high cloud; 1 a all in 5-ft rad under cloud 3d10+1d10/SL Lightning dmg; save half Dex Conj 1a 120 ft — Conc, 10 min P 220
Conjure Animals Summon 2+2/2SL CR of beasts; obey my verbal commands — Conj 1a 60 ft — Conc, 1 h P 225
Daylight 60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of SL 4+ works in it — Evoc 1a 60 ft — 1h P 230
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Wisdom check (+5) — Abjur 1a 120 ft — Instantaneous P 234
Erupting Earth 20-ft cube all crea 3d12+1d12/SL Bludgeoning dmg; save halves; area becomes difficult terrain Dex Trans 1a 120 ft — Instantaneous X 155
Feign Death (R) Willing creature appears dead; it is blinded, incapacitated, has dmg resist. all but Psychic, and speed 0 — Necro 1a Touch — 1 h (D) P 240
Flame Arrows 12+2/SL ammunition drawn from touched quiver do +1d6 Fire damage on a successful hit — Trans 1a Touch — Conc, 1 h X 156
Meld into Stone (R) I merge into a stone object large enough to contain me; can't see through the stone; see book — Trans 1a Touch — 8h P 259
Plant Growth 1 a: 100-ft rad plants overgrow for 1/4 speed; 8h: 1 mile diameter plants yield double food at harvest — Trans 1 a/8h 150 ft — Instantaneous P 266
Protection from Energy 1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for duration — Abjur 1a Touch — Conc, 1 h P 270
Pulse Wave 6d6+1d6/SL Force dmg, pulled/pushed 15+5/SL ft from me (also free obj); save halves, no move Con Evoc 1a S:30-ft cone— Instantaneous W 188
Sleet Storm 40-ft rad 20-ft high; heavily obsc.; douses flames; difficult ter.; save or prone; Con save or lose conc. Dex Conj 1a 150 ft — Conc, 1 min P 276
Speak with Plants Speak with plants in range about last 24h events; turn difficult plant terrain to normal or vice versa — Trans 1a S:30-ft rad — 10 min P 277
Summon Fey Summon choice of Fey Spirit; obeys commands; takes turn after mine; disappears at 0 hp (300gp) — Conj 1a 90 ft Mƒ Conc, 1 h T 112
Tidal Wave 30-ft x 10-ft, 10-ft high all crea 4d8 Bludg. dmg and prone; save halves not prone; extinguish flames Dex Conj 1a 120 ft — Instantaneous X 168
Wall of Water 30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; range wea dis.; Fire dmg half; Cold dmg freezes — Evoc 1a 60 ft — Conc, 10 min X 170
Water Breathing (R) 10 willing creatures can breathe underwater for the duration — Trans 1a 30 ft — 24 h P 287
Water Walk (R) 10 willing creatures can move across any liquid for the duration; rise to surface if underwater — Trans 1a 30 ft — 1h P 287
Wind Wall 50×1×15ft (l×w×h) wall, any line-shape, at cast all in 3d8 Bludg. dmg; save halves; blocks arrows Str Evoc 1a 120 ft — Conc, 1 min P 288
4TH LEVEL
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1a 30 ft — Instantaneous P 219
Charm Monster 1+1/SL creatures, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft — 1h X 151
Confusion 10+5/SL-ft rad all save or confused, see book; extra save at end of every turn Wis Ench 1a 90 ft — Conc, 1 min P 224
Conj. Minor Elementals Summon 2+2/2SL CR of elementals; obey my verbal commands — Conj 1 min 90 ft — Conc, 1 h P 226
Conj. Woodland Beings Summon 2+2/2SL CR of fey; obey my verbal commands — Conj 1a 60 ft — Conc, 1 h P 226
Control Water Control an amount of water in a 100 ft cube as 1 a; flood, part, redirect, or whirlpool, see book — Trans 1a 300 ft — Conc, 10 min P 227
Dominate Beast 1 beast save or charmed, follows telepathic commands, 1 a for complete control; +SL for duration Wis Ench 1a 60 ft — Conc, 1 min P 234
Elemental Bane 1+1/SL crea, each max 30 ft apart, save or 1 energy: lose resist. to it & +2d6 to first dmg with it/turn Con Trans 1a 90 ft — Conc, 1 min X 155
Freedom of Movement 1 willing crea; magic cannot reduce speed, paralyze, restrain; use 5 ft to escape nonmagical restraints — Abjur 1a Touch — 1h P 244
Giant Insect Transform centipedes, spiders, wasps, or scorpions into giant versions; obey my verbal commands — Trans 1a 30 ft — Conc, 10 min P 245
Grasping Vine Conjure vine with 30 ft reach; bns a to direct to 1 crea save or pulled 20 ft to vine Dex Conj 1 bns 30 ft — Conc, 1 min P 246
Gravity Sinkhole 20-ft rad all crea 5d10+1d10/SL Force dmg, pulled to center of radius; save halves and not pulled Con Evoc 1a 120 ft — Instantaneous W 187
Guardian of Nature I transform into a Primal Beast (offensive bonuses) or a Great Tree (defensive bonuses); see book — Trans 1 bns Self — Conc, 1 min X 157
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 — 24 h P 249
Ice Storm 20-ft rad 40-ft high all crea 2d8+1d8/SL Bludg. dmg & 4d6 Cold dmg; save half; 1 rnd difficult ter. Dex Evoc 1a 300 ft — Instantaneous P 252
Locate Creature Learn direction to closest named or described kind or specific creature within 1000 ft; see book — Div 1a Self — Conc, 1 h P 256
Polymorph 1 creature with > 0 HP save or transformed into beast of choice of same CR or lower; see book Wis Trans 1a 60 ft — Conc, 1 h P 266
Stone Shape Form 5 cu ft of stone into any shape; can have up to two hinges and a latch, but no finer mechanisms — Trans 1a Touch — Instantaneous P 278
Stoneskin 1 willing crea resistance to nonmagical Bludgeoning, Piercing, and Slashing dmg (100gp cons.) — Abjur 1a Touch M† Conc, 1 h P 278
Summon Elemental Summon choice of Elemental Spirit; obeys commands; takes turn after mine; vanishes at 0 hp (400gp) — Conj 1a 90 ft Mƒ Conc, 1 h T 111
Wall of Fire 60×1×20ft (l×w×h) or 10-ft rad all in and 10 ft on 1 side 5d8+1d8/SL Fire dmg; save halves; see B Dex Evoc 1a 120 ft — Conc, 1 min P 285
Watery Sphere 5-ft rad all crea < Huge save or restrained; on save ejected; save each rnd; 1 a move sphere 30 ft Str Conj 1a 90 ft — Conc, 1 min X 170
5TH LEVEL
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Antilife Shell Only undead and constructs can come within 10 ft; if forced upon living creature the spell ends — Abjur 1a S:10-ft rad — Conc, 1 h P 213
Awaken Give beast or plant Int 10 and ability to move. Follows commands for 30 days (1000gp cons.) — Trans 8h Touch M† Instantaneous P 216
Commune w. Nature (R) Know 3 facts about natural features in 3 miles rad (300 ft rad underground) — Div 1 min Self — Instantaneous P 224
Conjure Elemental CR 5+1/SL elemental; obeys my verbal commands; breaks free on broken conc. — Conj 1 min 90 ft — Conc, 1 h P 225
Contagion Melee spell attack for poisoned; save each rnd, 3 success: spell ends, 3 fail: poison ends, disease; see B Con Necro 1a Touch — 7 days P 227
Control Winds 100-ft cube of air either gusts, downdraft, or updraft; affects flying/jump/ranged; 1 a change; see B — Trans 1a 300 ft — Conc, 1 h X 152
Geas 1 crea save or charmed, it must obey commands or 5d10 Psychic dmg; SL7: 1 year, SL9: until disp. Wis Ench 1 min 60 ft — 30 days (D) P 244
Greater Restoration Reduce exhaustion or end charm, petrify, curse, stat or max HP reduction (100gp cons.) — Abjur 1a Touch M† Instantaneous P 246
Insect Plague 20-ft rad all now/enter/end turn 4d10+1d10/SL Piercing dmg; save half, no cover; light obsc.; dif. ter Con Conj 1a 300 ft — Conc, 10 min P 254
Maelstrom 5-ft deep 30-ft rad dif. ter.; all crea starting turn in save or 6d6 Bludg. dmg and pulled 10 ft to center Str Evoc 1a 120 ft — Conc, 1 min X 160
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 2/3 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options
Mass Cure Wounds 6 living creatures within 30-ft rad heal 3d8+1d8/SL+5 (Wis) HP — Evoc 1a 60 ft — Instantaneous P 258
Planar Binding 1 celestial/elem/fey/fiend save or bound; SL6: 10, SL7: 30, SL8: 180, SL9: 366 days (1000gp cons.) Cha Abjur 1h 60 ft M† 24 h P 265
Reincarnate Brings humanoid that died in last 10 days to life in a new random adult body, see book (1000gp cons.) — Trans 1h Touch M† Instantaneous P 271
Scrying 1 crea save or sensor follows it around; or create sensor in familiar location; see book (1000gp) Wis Div 10 min Self Mƒ Conc, 10 min P 273
Summon Draconic Spirit Summon choice of Draconic Spirit; obeys commands; takes turn after mine; vanishes at 0 hp (500gp) — Conj 1a 60 ft Mƒ Conc, 1 min FD 21
Temporal Shunt Cast if see atk/cast, 1+1/SL crea, each max 30 ft apart, save or vanish until next turn, atk/cast wasted Wis Trans 1 rea 120 ft — 1 rnd W 189
Transmute Rock 40 cu ft stone to mud or mud to stone; mud and stone restrains; mud from ceiling falls; see book — Trans 1a 120 ft — Until dispelled X 169
Tree Stride I can teleport 1/rnd for 5 ft move through a tree to another tree of the same kind within 500 ft — Conj 1a Self — Conc, 1 min P 283
Wall of Stone 10 10×10-ft panels 6" thick wall connected with existing stone; half thickness, double surface; see B — Evoc 1a 120 ft — Conc, 10 min P 287
Wrath of Nature 60-ft cu dif. ter.; rock: rngd atk 3d8 Bludg. dmg; tree: Dex or 4d6 Slash. dmg; root: Str or restr.; see B — Evoc 1a 120 ft — Conc, 1 min X 171
6TH LEVEL
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Bones of the Earth 6+2/SL 5-ft dia stone lift up 30 ft; ≥Medium crea save or lifted, 6d6 Bludg. dmg if hit ceiling; see B Dex Trans 1a 120 ft — Instantaneous X 150
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 — Conc, 1 h P 226
Druid Grove Protect 30-ft to 90-ft cube outdoors or underground; see book for effects — Abjur 10 min Touch M† 24 h X 154
Find the Path Know the shortest route to a location I am familiar with and are on the same plane with (100gp) — Div 1 min Self Mƒ Conc, 1 day P 240
Gravity Fissure 100-ft long 5-ft wide all 8d6+1d6/SL Force dmg, save half; all in 10 ft of line save or dmg & pull to it Con Evoc 1a S:100-ft line — Instantaneous W 187
Heal 1 living creature heals 70+10/SL HP and is cured of blindness, deafness, and all diseases — Evoc 1a 60 ft — Instantaneous P 250
Heroes' Feast Up to 12 crea; 1h to consume; for 24h: disease/poison immune, +2d10 max HP, see B (1000gp cons.) — Conj 10 min 30 ft M† Instantaneous P 250
Investiture of Flame Fire immune; Cold res.; 1d10 Fire dmg in 5 ft; 1 a 15-ft long 5-ft wide all crea 4d8 Fire dmg, save half Dex Trans 1a Self — Conc, 10 min X 159
Investiture of Ice Cold im.; Fire res.; 10-ft rad dif. ter.; 1 a 15-ft cone all crea 4d6 Cold dmg, half spd; save half, no spd Con Trans 1a Self — Conc, 10 min X 159
Investiture of Stone Nonmagical Bludg/Pierc/Slash resist.; 1 a 15-ft rad all crea save or prone; move through earth/stone Dex Trans 1a Self — Conc, 10 min X 159
Investiture of Wind Rngd wea atks dis. vs. me; fly 60 ft; 1 a 15-ft cube in 60 ft all 2d10 Bludg. dmg, push 10 ft, save half Con Trans 1a Self — Conc, 10 min X 160
Move Earth Every 10 min of concentration, gradually reshape 40 cu ft of dirt, sand, or clay; see book — Trans 1a 120 ft — Conc, 2 h P 263
Primordial Ward Acid, Cold, Fire, Lightning, and Thunder resistance; use rea to gain 1 immunity for 1 rnd, spell ends — Abjur 1a Self — Conc, 1 min X 163
Sunbeam 60-ft long 5-ft wide all 6d8 Radiant dmg, 1 rnd blind; save halves and not blinded; 1 a for new line Con Evoc 1a S:60-ft line — Conc, 1 min P 279
Transport via Plants For duration all can transport from a Large plant to a plant on the same plane that I have touched — Conj 1a 10 ft — 1 rnd P 283
Wall of Thorns 60×5×20ft (l×w×h) or 10-ft rad all 7d8+1d8/SL Piercing dmg; save halves; 1/4 move; see book Dex Conj 1a 120 ft — Conc, 10 min P 287
Wind Walk Me + 10 willing creatures assume gaseous form with fly 300 ft, resist. to nonmagical dmg; see book — Trans 1 min 30 ft — 8h P 288
7TH LEVEL
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Draconic Transformation Blindsight 30 ft; 60 ft fly speed; at cast and 1 bns: 60-ft cone all 6d8 Force damage, save half (500gp) Dex Trans 1 bns S:60-ft coneMƒ Conc, 1 min FD 19
Fire Storm 10 connected 10-ft cubes all crea 7d10 Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft — Instantaneous P 241
Mirage Arcane 1 sq mile alter terrain illusion includes visible, audible, olfactory, tactile; can make difficult ter.; see B — Illus 10 min Sight — 10 days P 260
Plane Shift Me + 8 willing crea teleport to different plane; or spell attack + save or transported to random plane Cha Conj 1a Touch Mƒ Instantaneous P 266
Regenerate 1 crea heals 4d8+15 HP now and 1 HP/rnd for rest of duration; restores lost body parts in 2 min — Trans 1 min Touch — 1h P 271
Reverse Gravity 50-ft rad 100-ft high everything falls upward; save to grab hold onto something solid Dex Trans 1a 100 ft — Conc, 1 min P 272
Tether Essence 2 crea save (dis. if in 30 ft) or if both fail take same dmg and same healing; ends if 0 hp (250gp cons.) Con Necro 1a 60 ft M† Conc, 1 h W 189
Whirlwind 10-ft rad 30-ft high all crea 10d6 Bludg. dmg; save halves; restrains; 1 a move 30 ft; see book Dex Evoc 1a 300 ft — Conc, 1 min X 171
8TH LEVEL
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Animal Shapes Any willing creatures transform into up to Large CR4 beasts; retain Wis, Int, Cha, but nothing else — Trans 1a 30 ft — Conc, 24 h P 212
Antipathy/Sympathy Creature, object, or area up to 200-ft cube attracts or repels specific type of intelligent crea; see book Wis Ench 1h 60 ft — 10 days P 214
Control Weather Change current weather; changes take 1d4×10 min; change precipitation, temperature, wind, see B — Trans 10 min S:5-mile rad— Conc, 8 h P 228
Dark Star Up to 40-ft rad as Darkness spell, as Silence spell, dif. ter.; enter/start turn 8d10 Force dmg, save half Con Evoc 1a 150 ft — Conc, 1 min W 186
Earthquake Cause an earthquake in a 100-ft rad, damaging structures and creating dangerous fissures, see book — Evoc 1a 500 ft — Conc, 1 min P 236
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 — Instantaneous P 239
Reality Break 1 crea save or can't take reactions, random effect each turn, see book; extra save at end of every turn Wis Conj 1a 60 ft — Conc, 1 min W 189
Sunburst 60-ft rad all 12d6 Radiant dmg, 1 min blind; save halves and not blinded; save at end of each turn Con Evoc 1a 150 ft — Instantaneous P 279
Tsunami 300×50×300ft (l×w×h) wall of water moves away at 50 ft/rnd; 6d10 Bludg. dmg; save halves; see B Str Conj 1 min Sight — Conc, 6 rnd P 284
9TH LEVEL
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Foresight 1 willing crea can't be surprised; adv. on attacks, ability checks, and saves; dis. on attacks vs. target — Div 1 min Touch — 8h P 244
Ravenous Void 20-ft rad all enter/start 5d10 Force dmg, restrained; all enter/start in 100 ft save or pulled in; see B Str Evoc 1a 1000 ft — Conc, 1 min W 188
Shapechange Take form of creature with CR of CL or lower; keep Int, Wis, Cha and alignment; see book (1500gp) — Trans 1a Self Mƒ Conc, 1 h P 274
Storm of Vengeance 360-ft rad all save or 2d6 Thunder dmg and deafened for 5 min; effect changes every round; see book Con Conj 1a Sight — Conc, 1 min P 279
Time Ravage 1 crea 10d12 Necrotic dmg & aged: dis. atk/chk/save, die in 30 days; save half, not aged (5k gp cons.) Con Necro 1a 90 ft M† Instantaneous W 189
True Resurrection Resurrects a crea that died in the last 200 years to life with new body and full HP; see B (25k gp cons.) — Necro 1h Touch M† Instantaneous P 284
MULTIVERSE FIRBOLG SPELLS Wisdom +11 DC 19
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
1ST LEVEL / APPRENTICE MYSTERIES
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1×
LR 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 P 231
1×
LR Disguise Self Alter appearance, up to 3ft shorter/taller; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly - Redesign); Spell Sheet 3/3 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE
Point of Origin CONE CUBE SPHERE CYLINDER
AREA OF EFFECT
ATTACK (action) HIDE (action) BLINDED
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)
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)
MOVE (limited by movement speed) FORCED MARCH
You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) 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
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP 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 SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG 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
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
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