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Davin Everstep

playable character

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Matthew McMillan
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0% found this document useful (0 votes)
7 views10 pages

Davin Everstep

playable character

Uploaded by

Matthew McMillan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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6 Arcane Trickster 4, Conjurer 2


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Davin Everstep LEVEL & CLASS PLAYER NAME


CHARACTER NAME Izzet Engineer Halfling, Ghostwise 14,000
BACKGROUND Criminal Add: 23,000
RACE EXPERIENCE Next Level

AC DESCRIPTION
-1 STR ● +6 INT
12 Armor Studded Leather
+4 WIS Set Max HP
STRENGTH ● +7 DEX
51 +3 16 Shield

-1 +2 CON 0 CHA
MAXIMUM HIT POINTSPROFICIENCY BONUS ARMOR CLASS 4 Dex Magic Misc ArmorHeavy Armor
Medium
RESISTANCES Misc
8

Temporary Hit Points:

DEXTERITY Adv. on saves vs. frightened +4 ARMOR

+4 Heal
INITIATIVE

18 CURRENT HIT POINTS INSPIRATION


SUCCESSES LEVEL DIE USED ENCUMBERED
4 d8+2 15 ft Show 2nd DC

CONSTITUTION FAILURES
2 d6+2 25 ft
SPEED
14 ABILITY SAVE DC
INTELLIGENCE
SAVING THROWS

+2
DEATH
SAVESHIT DICE
ARMOR
● + Acrobatics (Dex) LightMediumHeavyShields
7 WEAPONS

14 + Animal Handling (Wis)


SimpleMartial ●Other Weapons:
FEATURE MAXRECOVER USED
Hand crossbow, Longsword, Rapier, Shortsword
4 Arcane Recovery (1 level of spell slots)1LR
● + Arcana (Int) >
6 LANGUAGES TOOLS & OTHERS

+3
INTELLIGENC
E
0
-1
+3
Deception (Cha)
Athletics (Str)
History (Int)
>
>
>
Common Thieves'Thieves'
Dragonic
Cant Halfling
tools Artisan's to
Poisoner's kit
16 +7 Insight (Wis)
● >
0 Intimidation (Cha) >
+6
● Investigation (Int) >
WISDOM +4 Medicine (Wis)

+4 +3 Nature (Int)
●● +10 Perception (Wis)
>
LIMITED FEATURES PROFICIENCIES
18
0 Performance (Cha) ACTIONS BONUSSRACTIONS
LR Daw REACTIONS
n
0 Persuasion (Cha) > Minor Conjuration Cunning Action < <
Mage Hand Legerdemain Steady Aim
CHARISMA +3 Religion (Int) > <
<
+4 Sleight of Hand (Dex)
0 ●● +10 Stealth (Dex)
>

Apply poison to weapon/ammo


< <
<

<
+4 Survival (Wis)
11 > <
● +7 Thieves' tools (Dex) <
SKILLS
> < <

ACTIONS
>

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE TYPE


DAMAGE
Rapier ✔ Dex Melee +7 1d8+4Piercing
20 PASSIVE WISDOM (PERCEPTION)
> Finesse; Sneak attack 2d6
DESCRIPTION
Chill Touch
>
✔ Int 120 ft +6 2d8 Necrotic
Target can't regain HP; Undead dis. on attacks vs. me until my next turn
NAME TOTAL
SENSES
>
Fire Bolt ✔ Int 120 ft+6 2d10 Fire
Reload Unattended flammable objects ignite
NAME TOTAL
Daggers 2
>
Green-Flame Blade ✔
IntWith melee wea 1d8/1d8+3 Fire
Reload First damage added to the attack; second to a target within 5 ft

AMMUNITION
>
Ray of Frost ✔ Int 60 ft+6 2d8 Cold
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Target -10 ft speed until start of my next turn
AMMUNITIONATTACKS: WEAPONS & CANTRIPS
Choose
Add Features
Arcane Trickster, level 4:
◆ Expertise (Rogue 1, PHB 96) [with 2 skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1, PHB 96) [2d6]
Once per turn, I can add damage to a finesse/ranged weapon attack if I have
advantage I don't need adv. if the target has a conscious enemy within 5 ft
and I don't have disadv. PERSONALITY TRAITS
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
◆ Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆Mage Hand Legerdemain (Arcane Trickster 3,
PHB 98) As a bonus action, I can direct my IDEALS
Mage Hand
With a Dex (Sleight of Hand) vs. Wis (Perception) checks, I can do so
discreetly I can make it invisible and perform the following tasks:
• Stow/retrieve an object the hand is holding in a container worn/carried by another
• Use thieves' tools to pick locks and disarm traps at range
◆ Spellcasting (Arcane Trickster 3, PHB 98) [3 cantrips & 4 spells known] BONDS
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability

Conjurer, level 2:
◆ Arcane Recovery (Wizard 1, PHB 115) [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
FLAWS
◆ Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my
Feature Name: Urban Infrastructure
spellcasting ability I can use an arcane focus as a spellcasting focus for Although the Izzet League is infamous for mad inventions it is also invo
my wizard spells
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Conjuration Savant (School of Conjuration 2, PHB 116)
I halve the gp and time needed to copy conjuration spells into my spellbook
◆ Minor Conjuration (School of Conjuration 2, PHB 116)
As an action, I can conjure an object up to 3 ft on each side and no more
than 10 lbs It must be of a form of a nonmagical object I have seen and is
created within 10 ft
The object disappears after 1 hour, if it takes or deals damage, or when I use this again
Ghostwise Halfling (+2 Dexterity, +1 Wisdom)

Lucky: When I roll a 1 on an attack roll, ability check, or saving throw, I

Halfling Nimbleness: I can move through the space of any creature that

Silent Speech: I can speak telepathically to any one creature within 30


RACIAL TRAITS

CLASS FEATURES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> > > CP
> > Backpack, with: 5 > Common clothes 3
> > - Bedroll 7 > Izzet insignia
> > >
> > - Mess kit 1 > Belt pouch (with coins) 1 SP
> > - Tinderbox 1 > Studded Leather armor 13
> > >
> > - Torches 10 1 > Rapier 1 2
> > - Rations, days of 10 2 > Dagger 2 1
> > >
> > - Waterskin 5 > Thieves' tools 1 EP
>
>
>
>
- Hempen rope, feet of
- Twisted remains of failed
50 0.2 >
>
Tinker's tools 10 5 GP
> > >
> > experiment
> > - Hammer 2 PP
> >
> > - Block and tackle 5
WEIGHT CARRIED
98.1 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS 41 - 80 lb
HCEAARVRILYYINENGCCUAMPABCEIRTEYD
> 120 lb
> PUSH/DRAG/LIFT
>
121 - 240 lb
SUBTOTAL SUBTOTAL 32
SUBTOTAL 66
Add Equipment EQUIPMENT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Steady Aim (Optional Rogue 3, TCoE 62)
As a bonus action if I don't move during my turn, I can give myself adv. on my next attack This
> attack roll has to be in the same turn and my speed
FEAT: Poisoner [TCoEis 80]
0 until the
Perception Expertise (Expertise, PHB 96)
Stealth Expertise (Expertise, PHB 96) My poison damage rolls ignore poison resistance. As a bonus action,
Additional Wizard Spells (Optional Wizard 1, TCoE 75)
> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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

EXTRA EQUIPMENT

Attuned
> MAGIC
ITEM:

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
OTHER HOLDINGS
MAGIC ITEMS

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Small
Davin Everstep GENDER AGE SIZE HEIGHT WEIGHT
CHARACTER NAME

ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


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Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION NAME TYPE AGE GENDER ALIGNMENT

STR DEX INT WIS Set Max HP


Temporary HP: SUCCESSES
STRENGTH CON CHA

ARMOR CLASS PROFICIENCY BONUS MAXIMUM HIT POINTS


Heal FAILURES
CURRENT HIT POINTS DEATH SAVES
SAVING THROWS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION HIT DICE ATTACKS PER ACTION

ATTACKS

Acrobatics (Dex) Animal Handling (Wis) Arcana (Int)


Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Perfo
Sleight of Hand (Dex) Stealth (Dex)
Survival (Wis)
SKILLS
INTELLIGENCE

WISDOM

CHARISMA

FEATURES TRAITS

PASSIVE WISDOM (PERCEPTION)

SENSES

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COMPANIROENM’SARAKPSPEARANCE NOTES
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Notes Page

NOTES
NO
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

Davin Everstep 1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVE
CHARACTER NAME

SPELL SLOTS

ARCANE TRICKSTER SPELLS Intelligence + DC


SPELLCASTING ABILITY 6 14
ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fire Bolt Spell attack for 2d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
> Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+3 (Int) Fire dmg — Evoc 1 a S:5-ft rad S,Mƒ Instantaneous T
107 Mage Hand Invisible hand, carries 10 lb; 1 bns to control, use thieves' tools, or stow/retrieve obj; only 1 instance — Conj 1a 30 ft V,S
>
1 min (D) P 256

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Cause Fear 1+1/SL crea (not construct/undead), each max 30 ft apart, save or frightened; save end of each turn Wis Necro 1a 60 ft V
> Conc, 1 min X 151 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 P 221
>
Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M
1 min P 276

CONJURER SPELLS Intelligence 5 + DC


SPELLCASTING ABILITY TO PREPARE 6 14
ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


WILL
AT Chill Touch Spell attack for 2d8 Necrotic dmg; can't regain HP; undead dis. atks vs. me — Necro 1 a 120 ft V,S 1 rnd P 221
WILL
AT Ray of Frost Spell attack for 2d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneo P 271
WILL us
ME
AT SPELL
ShockingGrasp DESCRIPTION
Spell attack, adv. if metal armor, 2d8 Lightning dmg, no rea 1 turn SAVE
— SCHOOL
Evoc TIME
1a RANGE
Touch COMP
V,S DURATION
Instantaneo B P PG.
275
Earth Tremor 1ST LEVEL
All crea in range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose Dex Evoc 1a 10 ft V,S X 15
ground is dif. ter. 5
Instantaneous
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall Dex Conj 1a 60 ft V,S,M 1 min P 24
prone 6
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or Dex Conj 1a 60 ft S,M X 15
2d6+1d6/SL Cold dmg Instantaneous 7
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1 a Touch V,S,M 1 h P 25
6
Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S P 25
7
Instantaneous
Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any — Abjur 1 rea Self V,S 1 rnd P 27
dmg to me 5
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or — Ench 1 rea 60 ft V S 38
> save in 1 min C
Instantaneous
>
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not Con Evoc 1 a S:15ft V,S P 28
> pushed cube 2
Instantaneous
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly); Spell Sheet Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast
>
PL LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (ACTION) HIDE (ACTION) BLINDED


Make one melee or ranged attack with a Hide from those that can’t perceive you. Your Fail checks involving sight. Attacks
LEVEhave disadvantage.
EFFECT (CUMULATIVE) Enemy attacks
weapon, or multiple attacks with the ‘Extra Dex (Stealth) check is the DC for anybody’s Wis CHARMED L
Attack’ class feature. (See the ‘Attack Action’ (Perception) check to discover you. Can’t harm/attack charmer. Charmer
1 has advantage
Disadvantage on ability checks t
on ability
section below.) DEAFENED checks
OVERRUN (ACTION OR BONUS ACTION) (DMG 272)
Fail checks involving hearing. 2 Speed halved
CAST A SPELL (CASTINg TIME OF THE SPELL) Move through hostile’s space once by winning
Effect depends on the spell being cast. 3 Disadvantage on attacks /
opposing Str (Athletics) check. Advantage if saves
DASH (ACTION) you are larger or disadvantage if you are 4 Hit Point maximum halved
Gain your speed as extra movement for this smaller than the opponent. EXHAUSTION (PHB 291)
turn. READY (ACTION)
DISENGAGE (ACTION) Choose an action that you will take in response FRIGHTENED
Your movement doesn’t provoke opportunity to a set trigger. Taking the action uses your Disadvantage to checks/attacks while the source of fear is in sight. Can
attacks for the rest of the turn. reaction. Readying a spell requires concentration GRAPPLED
DODGE (ACTION) and expends the spell slot. Speed 0, regardless of bonus. Ends when grappler is incapacitated or
INCAPACITATED
Attack rolls from attackers you can see have SEARCH (ACTION)
Can’t take actions or reactions.
disadvantage and you have advantage on Dex Search for something, possibly with a Wis INVISIBLE
saving throws until the start of your next turn, (Perception) or Int (Investigation) check. Can’t be seen (normally), but still make noise and tracks. Attacks have
until you become incapacitated or your speed TUMBLE (ACTION OR BONUS ACTION) (DMG 272) PARALYZED
drops to 0. Move through hostile’s space once by winning Incapacitated. Can’t move or speak. Fail Str and Dex saving throws. En
ESCAPE (ACTION) opposing Dex (Acrobatics) check. PETRIFIED
Escape a grapple by winning a Str (Athletics) or Incapacitated. Can’t move or speak. Unaware of surroundings. Resista
USE OBJECT (ACTION)
POISONED
Dex (Acrobatics) check vs. grappler’s Str You can interact with an object once per turn for Disadvantage on attack rolls and ability checks.
(Athletics) check. free. A second interaction and special cases take PRONE
HELP (ACTION) an action to complete (e.g. draw a second Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadva
Give an ally advantage on next ability check or weapon, equip a shield, drink a potion, retrieve RESTRAINED
attack roll vs. an opponent within 5 ft of you, if an item from a backpack). Speed 0, regardless of bonus. Disadvantage on Dex saving throws. At
done before the start of your next turn. STUNNED
Incapacitated. Can’t move. Can speak only falteringly.
COMBAT ACTIONS (PHB 192)
Fail Str and Dex saving throws. Enemy attacks have advantage.
UNCONSCIOUS
Incapacitated. Can’t move or speak. Unaware of surroundings. Drop e
MELEE ATTACK (ONE ATTACK) Enemy attacks have advantage. Enemy attacks within 5 ft are critical
Normal attack on target within 5 ft. If attacking with CONDITIONS(PHB 290)
a light melee weapon in one hand, allowed to make an HALF +2 AC and Dex saving throws
attack with a light melee weapon in other hand as a 3/4 +5 AC and Dex saving throws
bonus action, see ‘Two- Weapon Fighting’. If either TOTAL Can’t be targeted directly by attack or spell
weapon has the thrown property, it may be thrown as COVER (PHB 196)
part of this action.
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.
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 by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex
(Acrobatics) check. LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
(DMG 271) HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
MARK (WITH MELEE ATTACK)
BLINDSIGHT Out to range, perceive without sight.
With a melee attack you can mark the target of that attack. The next opportunity attack against the DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
marked target before the end of your next turn has advantage and doesn’t cost you your TRUESIGHT Out to range, perceive everything regardless of (magical) darkness, inv
reaction. LIGHT & VISION(PHB 183)
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 (PHB 195)

MOVE (LIMITED BY MOVEMENT SPEED) FORCED MARCH


You can move your movement speed every turn. You can break up your movement
Marching morebetween
than actions. Youday
8 hours per canrequires
switch back and forth between different types (e.g. from flying to
You can freely move through a nonhostile’s space, and through a hostile’sa space PACEAnother
MINUTE HOUR DAY spaceEFFECT
Con if it is two
saving sizesatlarger
throw DC or
10smaller
+ 1 perthan you. creature’s counts as difficult terrain.
CLIMB / SWIM (AT ½ SPEED) Fast 400 feet 4 miles 30 miles -5 passive
additional hour, at the end of each additional
May involve a Str (Athletics) check if the climb / swim is difficult. hour. If failed, suffer one level of exhaustion Perception Normal 300 feet 3 miles 24 miles ––
CRAWL (AT ½ SPEED) Slow 200 feet 2 miles 18 miles Able to use stealth
Crawl while prone (see conditions). Dropping prone costs no movement (see conditions).
speed. (PHB 182)
DIFFICULT TERRAIN (AT ½ SPEED) FOOD (ONE POUND PER DAY) TRAVEL PACE
Go without
Moving through difficult terrain costs twice as much speed. Another creature’s food for
space counts as 3difficult
+ Conterrain.
modifier of
JUMP consecutive
After moving at least 10 feet on foot, you can jump your Str score in feet straight forward,
days (1 day or 3 +Atyour
minimum). Str modifier
the end in feet
of each day up. that,
beyond The jump
sufferdistance
one levelisofhalved when(see
exhaustion performing a st
conditions).
STAND UP (COSTS ½ SPEED)
WATER (ONE gALLON PER DAY)
Standing up from being prone costs half your movement speed for this turn.
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than
MOVEMENT(PHB 182)
half, suffer one level of exhaustion, or two levels of exhaustion if currently already exhausted (see
conditions).

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast
FALLING
1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from
the fall.
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.
SHORT REST
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
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.
ENVIRONMENT (PHB 183)

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