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Warlock Bow

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0% found this document useful (0 votes)
54 views8 pages

Warlock Bow

Uploaded by

Sai-lok Ly
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Show extra features

13 Warlock (the Hexblade)


Lucan Duskwalker
LEVEL & CLASS PLAYER NAME

Far Traveler Half-Elf 120,000 Add: 140,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR 0
PRO

INT
15 Armor Half Plate

98 +5 17
Set Max HP
STRENGTH +2 DEX ● +6 WIS
Shield

-1 +3 CON
RESISTANCES
● +10 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +2 ARMOR

+2 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
13 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 18 ABILITY
SAVE DC
CHARISMA

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

PRO
Heavy
PRO

16 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +5 Arcana (Int) > Hexblade's Curse 1 SR
INTELLIGENCE -1 Athletics (Str) > Accursed Specter (6 temp HP) 1 LR LANGUAGES TOOLS & OTHERS

0
● +10 Deception (Cha) > Tomb of Levistus (130 temp HP) 1 SR Common Flute
0 History (Int) > Plane shift (Shadowfell) 1 LR Elvish
● +6 Insight (Wis) Dwarvish
10
>

+5 Intimidation (Cha) > Sylvari


0 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +6 Perception (Wis)
12 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +10 Persuasion (Cha) > Pact of the Blade Hexblade's Curse < Tomb of Levistus <

CHARISMA 0 Religion (Int) > Maddening Hex < <

+5 +2 Sleight of Hand (Dex) > < <

● +7 Stealth (Dex) [disadv.] > < <

+1 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Longbow ✔ Cha 150/600 ft +10 1d8+5 Piercing


>
Ammunition, heavy, two-handed
DESCRIPTION
Darkvision 60 ft; Devil's sight 120 ft
Rapier ✔ Dex Melee +7 1d8+2 Piercing
>
Finesse
SENSES Longsword ✔ Str Melee +4 1d8-1 Slashing
>
Versatile (1d10)
NAME TOTAL NAME TOTAL
Arrows >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Choose Feature
Add Features
Warlock (the Hexblade), level 13:
◆ Pact Magic (Warlock 1, PHB 107) [4 cantrips & 12 spells known] I begin or end my day with small traditional rituals that are
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability unfamiliar to those around me.
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
◆ Hex Warrior (the Hexblade 1, XGtE 55) PERSONALITY TRAITS
I gain proficiency with medium armor, shields, and martial weapons
When I finish a long rest, I can imbue one weapon I touch with my will Open: I have much to learn from the kindly folk I meet along my
Until my next long rest, I can use it with Charisma instead of Strength or Dexterity way. (Good)
I have to be proficient with the weapon and that is can't have the two-handed property
This benefit also works with every weapon from Pact of the Blade, with no restriction IDEALS
◆ Hexblade's Curse (the Hexblade 1, XGtE 55) [1× per short rest]
As a bonus action, I can curse a creature I can see within 30 ft of me for 1 minute I'm fascinated by the beauty and wonder of this new land.
• I add my proficiency bonus to damage rolls against the cursed target
• My attack rolls against the curse target score a critical hit on a roll of 19 and 20
• If the target dies while cursed, I regain HP equal to my warlock level + Cha mod
BONDS
The curse ends after 1 minute, when the target dies, I die, or I'm incapacitated
◆ Eldritch Invocations (Warlock 2, PHB 107) [6 invocations known]
I consider the adherents of other gods to be deluded innocents
Use the "Choose Features" button above to add Eldritch Invocations to the third page
at best, or ignorant fools at worst.
Whenever I gain a warlock level, I can replace an invocation I know with another
◆ Pact of the Blade (Warlock 3, PHB 107)
FLAWS
As an action, I can create a pact weapon in my empty hand; I'm proficient in its use
I can choose the type of melee weapon every time I create it, and it has those statistics
The weapon disappears if it is more than 5 ft away from me for 1 minute
The weapon counts as magical; I can transform a magic weapon into my pact weapon Feature Name: All Eyes on You
This occurs over an hour-long ritual that I can perform during a short rest
My accent, mannerisms, figures of speech all mark me as foreign.
I can use an action to re-summon it in any form and can dismiss it as no action
Curious glances are directed my way wherever I go. A nuisance, but I
◆ Accursed Specter (the Hexblade 6, XGtE 56) [6 temp HP, 1× per long rest]
also gain the friendly interest of the curious. I can parley this
When I slay a humanoid, I can curse its soul and have it rise as a specter from its corpse
attention into access I might not otherwise have, for me and my
It has the stats of a specter (MM 279) with temporary HP equal to half my warlock level
companions. Nobles, scholars, merchants, and guilds, might be
It rolls initiative and has its own turns, obeying my verbal commands
among the interested.
It gains a bonus to attack rolls equal to my Charisma modifier (min +0)
BACKGROUND FEATURE
The specter remains until the end of my next long rest, at which point it vanishes
◆ Armor of Hexes (the Hexblade 10, XGtE 56)
As a reaction when a Hexblade's Curse recipient hits me with an attack, I can roll a d6 Half-Elf (+2 Charisma and +1 to two other ability scores of my
On a result of 4 or higher, the attacks misses me instead, regardless of its d20 roll choice)
◆ Mystic Arcanum (Warlock 11, PHB 108) [6th and 7th level]
I can choose one spell from the warlock spell list of each level mentioned above Skill Versatility: I gain proficiency in two skills of my choice.
I can cast these spells each once per long rest without needing to use a spell slot

CLASS FEATURES RACIAL TRAITS Racial Options

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


CP
> Backpack, with 5 > >
> - Crowbar 5 > >
> - Hammer 3 > > SP
> - Pitons 10 0.25 > >
> - Torches 10 1 > >
EP
> - Tinderbox 1 > >
> - Rations, days of 10 2 > >
>
>
- Waterskin
- Hempen rope, feet of 50 0.2
5 >
>
>
>
4,262 GP

> > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
148 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > > Efficient quiver 1 HEAVILY ENCUMBERED
> > > Bracers of Archery 81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 61.5 SUBTOTAL SUBTOTAL 1 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
◆ Devil's Sight (Eldritch Invocation, PHB 110)
I can see in magical and nonmagical darkness out to 120 ft > FEAT:

◆ Thirsting Blade (Eldritch Invocation, PHB 111)


When taking the attack action, I can attack twice with my pact weapon
◆ Maddening Hex (Eldritch Invocation, XGtE 57)
As a bonus action, I cause pain around a target hexed by me within 30 ft that I can see
It and any within 5 ft of it that I can see take my Cha mod (min 1) in psychic damage
The Hex spell and any of my warlock features that curse are considered a hex for this
◆ Tomb of Levistus (Eldritch Invocation, XGtE 57) [130 temp HP, 1× per short rest] > FEAT:

As a reaction when I take damage, I can entomb myself in ice until the end of my turn
During, I get 10 temp. HP per warlock level, which I use to absorb the triggering damage
After, till the ice is gone, I also get vulnerability to fire, 0 speed, and am incapacitated
◆ Lifedrinker (Eldritch Invocation, PHB 111)
My pact weapon does extra necrotic damage equal to my Charisma modifier
◆ Eldritch Sight (Eldritch Invocation, PHB 110)
I can cast Detect Magic at will, without using spell slots (PHB 231) > FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Efficient quiver ● Attuned


60 arrows, bolts and so.
NOTES 6 bows, quarterstaffs, spears
18 javelin or other similar

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Bracers of Archery ● Attuned
> <
+2 dmg on longbow or shortbow
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Lucan Duskwalker
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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

CLICK HERE
TO CHANGE
THIS ICON

COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Lucan Duskwalker
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +10 DC 18


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; if hit, it 0d8, if it moves next rnd it 1d8 Thunder dmg; +1d8 at CL5, 11, & 17 — Evoc 1a 5 ft V,M Instantaneous S 142
> Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd P 221
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237
> Friends Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile — Ench 1a Self S,M Conc, 1 min P 244

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
AT
WILL 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
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Misty Step You teleport 30 feet to a unoccupied space you can see — Conj 1 bns Self V Instantaneous P 260

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Counterspell Stop a spell being cast; make DC 10+SL spellcasting ability check if above the spell slot lvl used — Abjur 1 rea 60 ft S Instantaneous P 228
> Hunger of Hadar 20-ft rad blinds all while in; all start turn in 2d6 Cold dmg; all end turn in save or 2d6 Acid dmg Dex Conj 1a 150 ft V,S,M Conc, 1 min P 251
> Magic Circle Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.) — Abjur 1 min 10 ft V,S,M† 1 h P 256

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Shadow of Moil You: heavy obs., resist Radiant dmg; 10-ft rad: 1 step darker, hit vs. you take 2d8 Necro dmg (150gp) — Necro 1a Self V,S,Mƒ Conc, 1 min X 164

5TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Enervation 1 crea 4d8+1d8/SL Necro dmg, action to repeat, I heal half; on save 2d8+1d8/SL dmg once; see book Dex Necro 1a 60 ft V,S Conc, 1 min X 155
> Far Step At casting and as bonus action for duration, you can teleport 60 ft to a space you can see — Conj 1 bns Self V Conc, 1 min X 155
> Hold Monster 1+1/SL crea within 30 ft of each other save or paralyzed; extra save at end of each turn Wis Ench 1a 90 ft V,S,M Conc, 1 min P 251
> Synaptic Static 20-ft rad all crea Int>2 save or 8d6 Psychic dmg, -1d6 on atks/check/conc. save; save half, no -1d6 Int Ench 1a 120 ft V,S Instant, 1 min X 167

6TH LEVEL

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

LR Scatter Up to 5 creatures in range, save or teleported 120 ft to a different space you can see on the ground Wis Conj 1a 30 ft V Instantaneous X 164

7TH LEVEL

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

LR Crown of Stars 7+2/SL motes shed 30-ft light; bonus action to fire one as 120 ft ranged atk for 4d12 Radiant dmg — Evoc 1a Self V,S 1h X 152
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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 v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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