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John Deer1

John Deer is a level 9 male gnome assassin with 48,000 experience points and a chaotic neutral alignment. He possesses various skills, including high proficiency in stealth, acrobatics, and deception, along with notable combat abilities such as sneak attack and cunning action. His equipment includes a +1 shortbow and long sword, and he has several magical items that enhance his capabilities.

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Thor Biafore
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0% found this document useful (0 votes)
12 views7 pages

John Deer1

John Deer is a level 9 male gnome assassin with 48,000 experience points and a chaotic neutral alignment. He possesses various skills, including high proficiency in stealth, acrobatics, and deception, along with notable combat abilities such as sneak attack and cunning action. His equipment includes a +1 shortbow and long sword, and he has several magical items that enhance his capabilities.

Uploaded by

Thor Biafore
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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Name: John Deer Player: Jesse


9 Class: Assassin
Experience: 48,000 Add: Next level: 64,000
Background:
LEVEL Race: Gnome, Forest Size: Small Height: 3' 8" Weight: 75 lbs.
Gender: Male Hair: Eyes: Skin:
Age: 19 Alignment: Chaotic Neutral Faith:

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)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
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

+12 Perception (WIS)


WISDOM

+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

AC DURING REST Set Max HP WOUNDS


12 ARMOR
BONUS Studded Leather
+

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
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - Letter)

Ammunition, two-handed; Sneak attack 5d6 Dash / Disengage / Dodge

+1 Longsword ✔ Str Melee +6 1d8+2 Slashing Escape Grapple / Help / Hide


Versatile (1d10) Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Rope of Entanglement 20 ft DC 15 Dex save Restrained
As 1 attack: Disarm / Grapple / Shove
Dexterity saving throw or restrained; DC 15 Strength or Dexterity check to escape

Rope of Entanglement (entangle)


Rapier ✔ Dex Melee +9 1d8+5 Piercing
BONUS ACTIONS REACTIONS USED THIS ROUND
Finesse; Sneak attack 5d6
Cunning Action Opportunity Attack
Rope of Entanglement (release) Uncanny Dodge

TYPE TOTAL TYPE TOTAL


Arrows
Reload AMMUNITION Reload AMMUNITION
Add Features

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

Speak with Small Beasts:


Through sounds and gestures, I can communicate simple ideas with Small or smaller
BOND
beasts.

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

- Hempen rope, feet of 50 0.2

- Thieves' tools 1

- Disguise kit 3
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - Letter)

Background Feature

ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies E CARRYING CAPACITY


63
TOTAL WEIGHT
E E HEA IL E E E H AG LI T
66 - STR × 5 STR × 15STR × 10 196 - STR × 15 - 30
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: 130 lb 195 lb
-10 FT SPEED -20 FT SPEED
DISADV. STR, DEX, CON 390 lb
SPEED = 5 FT 63 lb
GEAR & COINS
WEAPONS: SIMPLE MARTIAL OTHER: Hand crossbow, Longsword, Rapier, Shortsword PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
= 10 GP =10 SP = 5 SP = 10 CP

Languages Tools & Others DAILY PRICE:


Common Thieves' tools GEMS AND OTHER VALUABLES:
Thieves' Cant Disguise kit
Gnomish Poisoner's kit
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

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: Weapon +1 (Shortbow) [DMG 213]
SOME FOOD AND DRINK.
PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES

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

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
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

Conditions MAGIC ITEM: Rope of Entanglement [DMG 197]

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.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

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.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Colorful - Letter)

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

Allies & Organizations

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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:

ABILITY MODIFIER SAVING THROW PROF.


BONUS
Skills Attacks PER
ATTACKS
ACTION

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

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes Visibility Options

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Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


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
Notes Page Options

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

Forest gnome Spell attack modifier: +9 Spellcasting ability


Spell save DC: 17 Intelligence

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

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