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1shot Bloodhunter

DnD Character

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Matthew McMillan
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0% found this document useful (0 votes)
22 views8 pages

1shot Bloodhunter

DnD 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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5 Blood Hunter (Order of the Profane Soul)


Calamit LEVEL & CLASS PLAYER NAME
CLICK HERE
TO CHANGE
THIS ICON
HOVER
FOR

us Haunted Elf, Dark 6,500 Add: 14,00


EXPERIENCE
One (Drow) 0

OF AC DESCRIPTION
R
P -1 STR ● +3
Set Max
12 Armor Studded
● +6 INT
60 +3 1
STRENGT Leather
HP 2 Shield
H
DEX 0 CHA
3 Shield
-1 RESISTANCES
MAXIMU
M HIT
POINTS
PROFICIENC
Y BONUS
7
Dex
Magi
Medium Armor
Armor
Heavy

8 c
Temporary Hit Points:
Misc
DEXTERIT
Y
Magic can't put me to sleep;
57
+3 ARMO
R
Adv.
INITIATIV
+3
CURRENT HIT Heal
on saves vs. charmed POINTS E
INSPIRATION

SUCCESSES LEVEL DIE ENCUMBERED


16 USED
20 ft Show 2nd
DC
5 d10+2

CONSTITUTIO FAILURES
30 ft 1 ABILITY
SAVE
DC
WISDOM
SAVING
N THROWS DEAT SPEED 4
+2
H HIT
E
SAVE DICE OF
ARMOR
OF XP
R
P ● +6 Acrobatics (Dex) R
P ● Light ●Medium Heavy

+3 Animal Handling ●Shields


14 FEATURE MAX RECOVER USED ● Simple ●Martial Other
(Wis)
> Blood Maledict (1 curse known) Weapons:
● +3 Arcana (Int) 1 SR 1
INTELLIGEN -1 Athletics (Str) > Faerie Fire 1 LR
CE LANGUAGES TOOLS & OTHERS
0
Deception > Darkness 1 LR Commo Alchemist's
0 (Cha)
0
History
(Int)
> Wand of Fireballs (regains 1d6+1)
Dawn
7 6 n Elvish supplies

● +6 Insight (Wis) >


Draconi
10 0 Intimidation >
c
(Cha) Dwarvis
>
WISDO 0 Investigation
M (Int) >

+ +3 Medicine (Wis)
● +6 Perception (Wis)
LIMITED
FEATURES
SR LR Daw
n
PROFICIENCI
ES

3 0 Performance
(Cha) >
ACTIONS
ACTIONS
Attack (2 attacks per action)
BONUS
Crimson Rite <
REACTIONS
<
0 Persuasion > Blood Curse of Bloated <
CHARISM ● +3 Religion (Int)
A Agony<
+3 Sleight of Hand > < <

0 (Dex)
+3 Stealth (Dex)
> < <

● > < <


10 +6 Survival (Wis)
> < <
Tool
ACTION
SKILLS S

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE

1 PASSIVE WISDOM (PERCEPTION)


Katana ✔ Dex Mele TYPE
>
e +6 1d8+5 Slashing
6 Finesse, versatile
(1d10)
Darkvision 120 ft; Sunlight Sensitivity; Devil's DESCRIPTION
sight 120 ✔ Dex 30/120 + 1d6+ Piercin
ft
> Hand Crossbow ft 6 3 g
Ammunition, light,
SENSE loading ✔ Int 1d8/2d
With melee Thunde
S > wea
First damage added to the attack; second to the target if it8moves r
NAME TOTAL NAME TOTAL next round
Bolt 20 Toll the ✔ Int 60 DC 2d1 Necroti
>
s Reloa Reloa Deadsave, success - no damage; If target is ft
Wis 11 d8 instead
at full HP, 2 of c
d d
d12 damage
Improvised Str Melee, 20/60 ft -1 1d4+1
>
Weapon
Damage die, type, range, etc. are at the DM's
discretion
AMMUNITIO AMMUNITIO
N N
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Choose
Feature
Add Features
Blood Hunter (Order of the Profane Soul), level 5:
◆ Blood Maledict (Blood Hunter 1, MM:BH 3) [1 curse known, 1× per short rest]
I can use a Blood Curse on targets with blood; Use the "Choose Features"
button above I can amplify it by taking my hemocraft die in damage;
Amplified it works on any target Whenever I learn a new Blood Curse, I can
also replace a curse I know with another
◆ Hemocraft Die (Blood Hunter 1, MM:BH 3) [1d6] PERSONALITY
TRAITS
◆ Hunter's Bane (Blood Hunter 1, MM:BH 3)
I get adv. on Int checks to recall info about, and Survival to track, fey, fiends, or undead
◆ Crimson Rite (Blood Hunter 2, MM:BH 4) [1 primal rite known]
As a bonus action, I can imbue a weapon with a rite; A weapon can hold only
one rite When I do so, I take my hemocraft die in damage; Use "Choose
IDEAL
Feature" button for rites Imbued weapons deal extra damage equal to my S
hemocraft die of the rite's damage type This lasts until I finish my next short
or long rest or I'm not holding it as my turn ends
◆ Dueling Fighting Style (Blood Hunter 2, MM:BH 3)
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons
◆ Rite Focus: the Fiend (Order of the Profane Soul 3, MM:BH 7)
BOND
When using the rite of the flame, I may reroll a 1 or 2 on the rite damage die once S
◆ Pact Magic (Order of the Profane Soul 3, MM:BH 6) [2 cantrips & 3 spells known]
I can cast warlock cantrips/spells that I know, using Intelligence as my
spellcasting ability I can use a rite-imbued weapon as a spellcasting focus; I
regain spell slots on a short rest
FLAW
S

Feature Name: Heart of Darkness

Those who look into my eyes can see that I have faced
unimaginable horror and that I am no stranger to darkness.
Though they might fear me, commoners will extend me
every courtesy and do their utmost to help. Unless I
have shown myself to be a danger to them, they will even
take up arms to fight with me, should I find myself
facing an enemy alone.
BACKGROUND FEATURE
Drow (+2 Dexterity, +1 Charisma)
Trance: Elves don't need to sleep, but meditate
semiconsciously, for 4 hours a day. This gives the same
benefit as a human gets from 8 hours of sleep (long rest
takes only 4 hours).
Sunlight Sensitivity: Disadvantage on attack rolls and
Wisdom
(Perception) checks that rely on sight when I or what I am
trying to attack/perceive is in direct sunlight.
Drow Magic: 1st level: Dancing Lights cantrip; 3rd level:
Faerie Fire; 5th level: Darkness. Both spells can be used
once per long rest. Charisma is my spellcasting ability
CLASS FEATURES for these.

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


> Chest, with: > Backpack, with: > Common clothes CP
25 5 3
> - Crowbar 5 > - Bedroll 7 > Trinket of special
- Hammer > - Mess kit > significance
>
> - Wooden Stakes 3
3
1 > - Tinderbox
1
1 > Studded Leather armor 13 1 SP

> - Manacles 6 > - Torches 10 1 > Shortsword 1 2


> - Steel Mirror 0.5 > - Rations, days of 10 2 >
woman's head EP

> - Oil, flasks of 1 > - Waterskin 5 >


- Tinderbox 1 - Hempen rope, feet of 50 0.2
GP
- Torch 3 1 - Holy symbol
> > >
- Holy water, flasks of 1
> > >
- Flasks 2 1 PP
> > >
> > >
WEIGHT
> > > CARRIED
>
> >
> >
> 128 lb
container of sacred blood 5 ENCUMBERED
ATTUNED MAGICAL ITEMS 41 - 80 lb
> > HCEAARVRILYYINENGCCUA
MPABCEIRTEYD
> > > 120 lb
> SUBTOTAL 47.5 > SUBTOTAL 62 > PUSH/DRAG/LIFT

> > > SUBTOTAL 18 121 - 240


Add EQUIPMEN lb
Equipment T

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.
◆ Rite of the Flame (Crimson Rite, MM:BH 4) [fire damage]
◆ Blood Curse of Bloated Agony (Blood Curse, MM:BH 11) > Eldritch
FEAT: [TCoE
As a bonus action, I can curse a target I can see within 30 ft until the end of Adept 79]
I learn one Eldritch Invocation from the warlock class
my next turn It has disadv. on Str & Dex checks and takes 1d8 necrotic for which I meet the prerequisites (2nd page "Choose
damage if it attacks on its turn Feature" button). I
•Amplify: Lasts for 1 min; After each of its turns, the target can make Con can replace this invocation for another whenever I gain
save to end it
◆ Devil's Sight (Eldritch Invocation, PHB 110)

> FEAT:

> FEAT:

> FEAT:

FEAT
S

> MAGIC ITEM: Wand of [DMG 210]


Fireballs ●Attuned
This wand has 7 charges, regaining 1d6+1 at dawn. As
NOTE an action, I can expend 1 or more of its charges to cast
S Fireball (save DC 15) from it as a 3rd level spell. The
spell slot level increases by one for each charge
ADVENTURING GEAR # LB ADVENTURING GEAR # LB expended after the first. When the last
> < charge is used, roll a d20. On a 1, the wand crumbles
> <
> MAGIC ITEM: Attune
> < d
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attune
> < d
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attune
> < d
> SUBTOTAL SUBTOTAL <

EXTRA
EQUIPMENT

> MAGIC ITEM: Attune


d

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

Rave Tin
HEIGHT WEIGHT
n y
RACE
Unaligne
COMPANION AGE GENDER
NAME
Beast d

OF
R
P -4 STR -4 INT Set Max
Temporary SUCCESSES
STRENGT
H +2
DEX
+1
WIS
1 + HP
1
HP:

-4 -1 CON -2 CHA MAXIMU


2 2
ARMO PROFICIENC
R Y M HIT Heal FAILURES
CLAS BONUS POINTS CURRENT HIT DEATH
SAVING
POINTS SAVES
THROWS
2
ATTACK PROF ABILITY RANGE TO HIT DAMAGE

DEXTERIT 10 ft,
NAME
✔ Dex Melee (5 ft)
DAMAGE
1 TYPE

+2
Y
> Beak Piercing
fly 50
+2 INITIATIV
E
ft
SPEED
DESCRIPTION

>
14 LEVEL USED

DIE
1
d4-1 1 >
CONSTITUTIO ATTACKS
N HIT DICE PER
ACTION ATTACK
-1 S

E
OF XP
+2 Acrobatics (Dex) ◆ Mimicry: The raven can mimic simple
8
R
P
sounds it has heard, such as a person whispering,
+1 Animal Handling (Wis)
a baby crying, or an animal chittering. A creature
-4 Arcana (Int) that hears the sounds can tell they are imitations
INTELLIGEN
CE -4 Athletics (Str) with a successful DC 10 Wisdom

-4 -2 Deception (Cha) (Insight) check.

-4 History (Int)
2 +1 Insight (Wis)
-2 Intimidation (Cha)
WISDO -4 Investigation (Int)
M +1 Medicine (Wis)

+ -4 Nature (Int)
● +3 Perception (Wis)
1 -2 Performance (Cha)
-2 Persuasion (Cha)
CHARISM -4 Religion (Int)
A
+2 Sleight of Hand (Dex) FEATURE TRAIT
-2 +2 Stealth (Dex) S S

+1 Survival (Wis)
6 SKILLS

1 PASSIVE WISDOM (PERCEPTION)

SENSE
S

CLICK HERE
TO
CHANGE
THIS ICON
HOVER FOR TOOLTIP
WITH DIMENSIONS

NOTE
COMPANIROENM’SARAKPSPEARANCE
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly)
S
Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH
LEVEL
Calamitus
CHARACTER NAME
SPELL
SLOTS

BLOOD HUNTER SPELLS Wisdom +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW
DC

CANTRIPS (0 LEVEL)

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

> Booming Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 — Evoc 1 S:5-ft S,Mƒ 1 round T
106
> Blade Toll Thunder dmg 1 crea save or 2d12 Necrotic damage (d8 instead of d12 if at full a Wis Necro rad 60 V,S Instantaneous X
169
the Dead HP) 1a ft
1ST LEVEL

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

> Armor of 5+5/SL temp HP; as long as temp HP last any crea that hits in melee takes 5+5/SL — Abju 1a Self V,S,M 1 h P
Cold dmg Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; r 60 215
> Agathys 1 rea V,S Instantaneous P
save halves Dex 1 ft 250
> Hellish Rebuke Evoc V,S,M Conc, 1 P
1 crea +1d6 Necrotic dmg from my atks; dis. on chosen ability checks; SL3: conc, 8h; bns 90 ft h 251
Hex

DROW SPELLS Charisma +3 DC 11


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW
DC

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


CANTRIPS (0 LEVEL)
AT
Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move — Evoc 1a 120 ft V,S,M Conc, 1 min P 230
60 ft

WILL

KN SPELL DESCRIPTION 1ST LEVEL SAVE SCHOOL TIME RANGE COMP DURATION B PG.

Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see Dex Evoc 1a 60 ft V Conc, 1 min P 239
invisible crea
LR

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 — Evoc 1a 60 ft V,M Conc, 10 P 230
LR 3+ works in it min

WAND OF FIREBALLS SPELLS +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW
DC

3RD LEVEL

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


1+ Fireball 20-ft rad all crea 8d6+1d6/extra charge Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft Mƒ
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
>
>
Instantaneous P 241

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAY R EFERE C LINE
E R N E Point of CONE CUBE SPHERE CYLINDER
Origin
AREA OF
EFFECT

ATTACK (ACTION)
Make one melee or ranged attack with a HIDE (ACTION) BLINDED
weapon, or multiple attacks with the ‘Extra Hide from those that can’t perceive you. Your Fail checks involving sight. LEVEL EFFECT
Dex (Stealth) check is the DC for anybody’s Wis Attacks have (CUMULATIVE
1 )
Disadvantage on ability
Attack’ class feature. (See the ‘Attack Action’ checks
section below.) (Perception) check to discover you. disadvantage. Enemy
2 Speed halved
OVERRUN (ACTION OR BONUS ACTION) (DMG 272) attacks have advantage.
CAST A SPELL (CASTING TIME OF THE SPELL) 3 Disadvantage on attacks /
Effect depends on the spell being cast. Move through hostile’s space once by winning CHARMED saves
opposing Str (Athletics) check. Advantage if Can’t harm/attack 4 Hit Point maximum halved
DASH (ACTION)
you are larger or disadvantage if you are charmer. Charmer has 5 Speed reduced to 0
Gain your speed as extra movement for this turn.
smaller than the opponent. advantage on ability EXHAUSTIO (PHB
DISENGAGE (ACTION) N 291)
READY (ACTION) checks to interact socially.
Your movement doesn’t provoke opportunity
Choose an action that you will take in response FRIGHTENED
attacks for the rest of the turn.
to a set trigger. Taking the action uses your Disadvantage to checks/attacks while the source of fear is in
DODGE (ACTION) reaction. Readying a spell requires sight. Can’t willingly move closer to the source of fear.
Attack rolls from attackers you can see have concentration and expends the spell slot.
disadvantage and you have advantage on Dex GRAPPLED
SEARCH (ACTION) Speed 0, regardless of bonus. Ends when grappler is incapacitated
saving throws until the start of your next turn,
Search for something, possibly with a Wis or when moved out of grappler’s reach by an effect.
until you become incapacitated or your speed
(Perception) or Int (Investigation) check. INCAPACITATED
drops to 0.
TUMBLE (ACTION OR BONUS ACTION) (DMG 272) Can’t take actions or reactions.
ESCAPE (ACTION)
Move through hostile’s space once by winning INVISIBLE
Escape a grapple by winning a Str (Athletics)
opposing Dex (Acrobatics) check. Can’t be seen (normally), but still make noise and
or Dex (Acrobatics) check vs. grappler’s Str
(Athletics) check. USE OBJECT (ACTION) tracks. Attacks have advantage. Enemy attacks have
You can interact with an object once per turn disadvantage.
HELP (ACTION)
for free. A second interaction and special PARALYZED
Give an ally advantage on next ability check or
cases take an action to complete (e.g. draw a Incapacitated. Can’t move or speak. Fail Str and Dex saving
attack roll vs. an opponent within 5 ft of you,
second weapon, equip a shield, drink a throws. Enemy attacks have advantage. Enemy attacks within 5 ft
if done before the start of your next turn.
potion, retrieve an item from a backpack). are critical hits.
COMBAT ACTIONS (PHB 192) PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings.
Resistance to all damage. Immune to poison / disease. Fail Str
MELEE ATTACK (ONE ATTACK) and Dex saving throws. Enemy attacks have advantage. Stop
Normal attack on target within 5 ft. If attacking with aging. Weight increases by factor 10.
a light melee weapon in one hand, allowed to make HALF +2 AC and Dex saving throws
POISONED
an attack with a light melee weapon in other hand as 3/4 +5 AC and Dex saving throws
Disadvantage on attack rolls and ability checks.
a bonus action, see ‘Two- Weapon Fighting’. If either TOTAL Can’t be targeted directly by attack or spell
PRONE
weapon has the thrown property, it may be thrown COVER (PHB 196)
Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have
as part of this action. disadvantage. Enemy attacks have advantage within 5 ft and
RANGED ATTACK (ONE ATTACK) 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
TWO-WEAPON FIGHTING (BONUS ACTION WITH ATTACK ACTION) throws. Attacks have disadvantage. Enemy attacks have
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light advantage.
melee weapon in other hand as a bonus action. This off-hand attack can’t add a positive ability STUNNED
score modifier to the damage roll. If the weapon has the thrown property, it may be thrown as Incapacitated. Can’t move. Can speak only falteringly.
part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
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
MARK (WITH MELEE ATTACK) (DMG 271)
checks
With a melee attack you can mark the target of that attack. The next opportunity attack against HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
the marked target before the end of your next turn has advantage and doesn’t cost you your
BLINDSIGHT Out to range, perceive without sight.
reaction.
DARKVISION Out
TRUESIGHT Outto
torange,
range,perceive
treat dimeverything
light as bright light. Can’t
regardless see
of (magical)
SHOVE (INSTEAD OF ONE ATTACK)
darkness, invisibility, illusions, shapechanging, or
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if etherealness. LIGHT & (PHB
trying to move the opponent to a side rather than to directly away from you. VISION 183)
ATTACK ACTION (PHB 195)

FORCED MARCH
MOVE (LIMITED BY MOVEMENT SPEED) Marching more than 8 hours per day
You can move your movement speed every turn. You can break requires a Con PAC MINUT HOU DA EFFECT
up your movement between actions. You can switch back and E E R Y
forth between different types (e.g. from flying to walking), by saving throw at DC 10 + 1 per additional Fast 400 feet 4 miles 30 miles -5 passive
subtracting the distance already moved from the new speed. hour, at the end of each additional hour. If Perception Normal 300 feet 3 miles 24 miles
You can freely move through a nonhostile’s space, and through failed, suffer one level of exhaustion (see ––
a hostile’s space if it is two sizes larger or smaller than you. conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
Another creature’s space counts as difficult terrain. FOOD (ONE POUND PER DAY) TRAVEL PACE (PHB 182)
Go without food for 3 + Con modifier of
CLIMB / SWIM (AT ½ SPEED)
consecutive
May involve a Str (Athletics) check if the climb / swim is difficult.
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see
CRAWL (AT ½ SPEED)
conditions).
Crawl while prone (see conditions). Dropping prone costs no movement
speed. WATER (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than
DIFFICULT TERRAIN (AT ½ SPEED)
half, suffer one level of exhaustion, or two levels of exhaustion if currently already exhausted
Moving through difficult terrain costs twice as much speed. Another
(see conditions).
creature’s space counts as difficult terrain.
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.
JUMP
After moving at least 10 feet on foot, you can jump your Str score in
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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