Davin Everstep
Davin Everstep
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
+4 Heal
INITIATIVE
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
+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)
>
<
+4 Survival (Wis)
11 > <
● +7 Thieves' tools (Dex) <
SKILLS
> < <
ACTIONS
>
AMMUNITION
>
Ray of Frost ✔ Int 60 ft+6 2d8 Cold
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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)
Halfling Nimbleness: I can move through the space of any creature that
CLASS FEATURES
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
NOTES
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
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Small
Davin Everstep GENDER AGE SIZE HEIGHT WEIGHT
CHARACTER NAME
ORGANIZATION
SYMBOL
APPEARANCE
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION HIT DICE ATTACKS PER ACTION
ATTACKS
WISDOM
CHARISMA
FEATURES TRAITS
SENSES
COMPANIROENM’SARAKPSPEARANCE NOTES
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.
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
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
CANTRIPS (0 LEVEL)
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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)
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