John Deer1
John Deer1
Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC
+9 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC +4 Animal Handling (WIS)
+4
13
STR +1 +1
PROFICIENCY +5 Arcana (INT)
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BONUS +
STRENGTH
8+
Dex 17 +1 Athletics (STR)
20
DEX +5 +9 Senses +8 Deception (CHA)
DEXTERITY
Proficiency +5 History (INT)
22 Passive Perception
CON +3 +3
Bonus +4 Insight (WIS)
16 Darkvision 60 ft
CONSTITUTION +4 Intimidation (CHA)
INSPIRATION
+9 Investigation (INT)
20 INT +5 +9
INTELLIGENCE Limited Features SR LR Dawn +4 Medicine (WIS)
+5 Nature (INT)
18
WIS +4 +4
FEATURE MAX. USAGES RECOVERY USED
+4 Performance (CHA)
18 CHA +4 +4 +4 Persuasion (CHA)
CHARISMA
+5 Religion (INT)
+14 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +13 Stealth (DEX)
Adv. on Int/Wis/Cha saves vs. magic; Dex save vs. area effects:
+4 Survival (WIS)
fail ― half dmg, success ― no dmg
+9 Thieves' tools (DEX)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +5 Initiative 5 +
25 ft 15 ft
Defense Health
17
SHIELD TEMPORARY HP
BONUS
CURRENT
+ RESISTANCE
AC 5
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 76 Heal
DIE LIVE
9 × d8 + 3
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
1
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks PER
ATTACKS
ACTION Actions
WEAPON / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN.
+1 Shortbow ✔ Dex 80/320 ft +10 1d6+6 Piercing Attack / Cast a Spell
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Features Background
PERSONALITY TRAITS
Racial Traits
Forest Gnome (+1 Dexterity, +2 Intelligence)
Natural Illusionist:
I know the Minor Illusion cantrip. Intelligence is my spellcasting ability for it. IDEAL
Class Features
Choose Feature
FLAW
Assassin, level 9:
◆ Expertise (Rogue 1, PHB 96) [with 4 skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1, PHB 96) [5d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
Feats
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
FEAT:
◆ Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Assassinate (Assassin 3, PHB 97)
I have adv. on attack rolls against creatures that have not taken a turn in combat yet
FEAT:
Any hit I score against a creature that is surprised is a critical hit
◆ Bonus Proficiencies (Assassin 3, PHB 97)
I am proficient with disguise kits and poisoner's kits
◆ Uncanny Dodge (Rogue 5, PHB 96)
As a reaction, I halve the damage of an attack from an attacker that I can see
FEAT:
◆ Evasion (Rogue 7, PHB 96)
My Dexterity saves vs. areas of effect negate damage on success and halve it on failure
◆ Infiltration Expertise (Assassin 9, PHB 97)
I can create false identities in 7 days for 25 gp
FEAT:
Add Equipment
Equipment
A G LBS A G LBS
Backpack, with: 5
- Bedroll 7
- Mess kit 1
- Tinderbox 1
- Torches 10 1
- Rations, days of 10 2
- Waterskin 5
- Thieves' tools 1
- Disguise kit 3
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Background Feature
Status Possessions
1 Disadvantage on Ability Checks I have a +1 bonus to attack and damage rolls made with this magic shortbow.
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
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4 Hit Point maximum halved MAGIC ITEM: Weapon +1 (Longsword) [DMG 213]
I have a +1 bonus to attack and damage rolls made with this magic longsword.
5 Speed reduced to 0
6 Death
As an action while I hold one end of this 30 ft rope, I can speak its command word to have
Blinded Petrified a creature I can see within 20 ft make a DC 15 Dex save or be restrained by the rope. I
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware can release it as a bonus action. The creature can, as an action, escape with a DC 15
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex Dex/Str check. The rope has AC 20, 20 HP, heals 1 HP/5 min.
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: Gloves of Thievery [DMG 172]
Poisoned
These gloves are invisible while worn. While wearing them, I gain a +5 bonus to Dexterity
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. (Sleight of Hand) checks and Dexterity checks made to pick locks.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.
Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
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Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.
Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Other Holdings
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Background
Character History
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Character Portrait
Appearance
Enemies
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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:
STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal
I DC10 I
CHARISMA TEMPORARY HP II II
CURRENT
AC III III
Features Traits
Proficiency
Bonus
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Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS
Notes
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: John Deer
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - Letter); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast