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Talien Noldorin BS 5

The document is a character sheet for a Dungeons & Dragons 5th edition character named Talien Starym, an Eladrin Bladesinger with various abilities and features. It includes details on the character's stats, skills, spells, equipment, and personality traits. The character is currently at level 5, with a focus on intelligence and dexterity, and has unique racial traits and class features that enhance their combat and spellcasting capabilities.

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Edson Junior
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0% found this document useful (0 votes)
17 views4 pages

Talien Noldorin BS 5

The document is a character sheet for a Dungeons & Dragons 5th edition character named Talien Starym, an Eladrin Bladesinger with various abilities and features. It includes details on the character's stats, skills, spells, equipment, and personality traits. The character is currently at level 5, with a focus on intelligence and dexterity, and has unique racial traits and class features that enhance their combat and spellcasting capabilities.

Uploaded by

Edson Junior
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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5 Bladesinger Edd
Talien Starym LEVEL & CLASS PLAYER NAME

Inheritor Elf, Fey (Eladrin) 6,500 Add: 14,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
-1 STR ● +7 INT
PRO

13 Armor Mage Armor

32 +3 16
Set Max HP
STRENGTH +3 DEX ● +3 WIS
Shield

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

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +3 ARMOR

+3 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
5 d6+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 15 ABILITY SAVE DC
ABILITY
INTELLIGENCE
SAVE DC CHARISMA 10
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+6 Acrobatics (Dex) ● Light

PRO
● Medium Heavy Shields
PRO

14 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +7 Arcana (Int) > Fey Step 1 SR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) > Arcane Recovery (3 levels of spell slots) 1 LR LANGUAGES TOOLS & OTHERS

+4
-1 Deception (Cha) > Bladesong 2 SR Common Dragon Chess
● +7 History (Int) > Elvish
0 Insight (Wis) Abyssal
18
>

-1 Intimidation (Cha) >


● +7 Investigation (Int) >
WISDOM
0 Medicine (Wis) >

0 +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


0 Perception (Wis)

10 ● +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > Fey Step < <

CHARISMA ● +7 Religion (Int) > Bladesong (start) < <

-1 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

0 Survival (Wis) > < <


8 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Shadow Blade ✔ Dex Melee, 20/60 ft +6 2d8+3 Psychic
>
Finesse, light, thrown; +1d8 at SL3/5/7; Adv. if target in dim light/darkness
DESCRIPTION
Darkvision 60 ft
>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Add Features
Bladesinger, level 5:
◆ Arcane Recovery (Wizard 1, PHB 115) [3 levels of spell slots, 1× per long rest] I judge people by their actions, not their words. When I set my
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots mind to something, I follow through no matter what gets in my
◆ Spellcasting (Wizard 1, PHB 114) [4 cantrips known] way.
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Bladesong (Tradition of Bladesinging 2, SCAG 142) [2× per short rest] Might: If I become strong, I can take what I want― what I
As a bonus action, I can start the bladesong for 1 minute; I can dismiss it at any time deserve.
It stops when I wear a shield, medium or heavy armor, or attack with two hands
While the bladesong is active I have the following benefits: IDEALS
• Intelligence modifier (min 1) to AC
• Base walking speed increases by 10 foot I have a family, but I have no idea where they are. One day, I
• Advantage on Dexterity (Acrobatics) checks hope to see them again.
• Intelligence modifier (min 1) to concentration saves for maintaining conc. on a spell
◆ Training in War and Song (Tradition of Bladesinging 2, SCAG 142)
BONDS
I gain proficiency with light armor, a one-handed melee weapon, and Performance

The tyrant who rules my land will stop at nothing to see me


killed.

FLAWS

Feature Name: Inheritance

The item I inherited has a special significance, history, power, and/or


important value. When I begin my adventuring career, I can decide
whether to tell my companions about it right away. Rather than
attracting attention to myself, I could decide to keep it a secret until
I learn more about what it means to me and what it can do for me.

BACKGROUND FEATURE

Eladrin (+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).
Fey Step: Once per short rest, as a bonus action, I can magically
teleport up to 30 ft to an unoccupied space I can see. Once I reach
3rd level, this gains an additional effect, based on the current season
I'm aligned with. See the third page notes section for the effects.
Shifting Seasons: After I finish a long rest, I can align myself with a
season of my choice.
CLASS FEATURES RACIAL TRAITS

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


> Gaming set or musical instrument > Backpack, with: 5 > Traveler's clothes 4 CP

> > - Bedroll 7 > The inheritance


> > - Mess kit 1 > Belt pouch (with coins) 1 SP
> > - Tinderbox 1 >
> > - Torches 10 1 >
> > - Rations, days of 10 2 > EP

> > - Waterskin 5 >


>
>
>
>
- Hempen rope, feet of 50 0.2 >
>
15 GP

> > >


> > > PP

> > >


WEIGHT CARRIED
> > >
64.3 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL 59 SUBTOTAL 5 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Eladrin Season Features (Eladrin, MToF 62) [save DC 8 + Cha mod + prof bonus]
• Autumn (Eladrin Season, MToF 62) > FEAT: Elven Accuracy [XGtE 74]
After using Fey Step, up to 2 creatures I can see within 10 ft of me must make a Wis save Whenever I have advantage on an attack roll that uses Dexterity,
If failed, a target is charmed by me for 1 minute, or until I or my allies damage it Intelligence, Wisdom, or Charisma, I can reroll one of the dice
• Winter (Eladrin Season, MToF 62) once. [+1 Dexterity, Intelligence, Wisdom, or Charisma]
When I use Fey Step, one target in 5 ft of where I teleported from must make a Wis save
If failed, it is frightened of me until the end of my next turn
• Spring (Eladrin Season, MToF 62)
When I use Fey Step, I can instead teleport one willing creature I touch within 5 ft of me > FEAT:

It teleports to an unoccupied space of my choice that I can see within 30 ft of me


• Summer (Eladrin Season, MToF 62)
After using Fey Step, each creature of my choice within 5 ft of me takes fire damage
This fire damage is equal to my Charisma modifier (minimum 1)

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> 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 v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

Almiraj Small
Vortox
RACE SIZE HEIGHT WEIGHT

Beast Unaligned
COMPANION TYPE AGE GENDER ALIGNMENT
NAME

F
-4 STR -4 INT Temporary HP: SUCCESSES
PRO

16 +2 20
Set Max HP
STRENGTH
+3 DEX +2 WIS

-4 0 CON 0 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

2
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Horn ✔ Dex Melee (5 ft) +8 1d4+6 Piercing

+3
DEXTERITY
50 ft >

+3 INITIATIVE SPEED
DESCRIPTION

>
16 LEVEL USED

DIE
1
d6+0
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

0
ATTACKS

F EX
◆ Find Familiar: If dropped to 0 HP, the ◆ Keen Senses: The almiraj has advantage on Wisdom
10 +3 Acrobatics (Dex)
PRO

familiar disappears, leaving behind no (Perception) checks that rely on hearing or sight.
+2 Animal Handling (Wis)
physical form. The familiar must obey all
-4 Arcana (Int)
INTELLIGENCE commands of the master
-4 Athletics (Str)
-4 0 Deception (Cha)
-4 History (Int)
2 +2 Insight (Wis)
0 Intimidation (Cha)
WISDOM
-4 Investigation (Int)

+2 +2 Medicine (Wis)
-4 Nature (Int)
14 ● +7 Perception (Wis)
0 Performance (Cha)

CHARISMA 0 Persuasion (Cha)

0
-4 Religion (Int) FEATURES TRAITS
+3 Sleight of Hand (Dex)
● +8 Stealth (Dex) Find Familiar (1st-level conjuration [ritual] spell, PHB 240):
10
+2 Survival (Wis) • Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
SKILLS It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
17 PASSIVE WISDOM (PERCEPTION)
It reappears when I cast this spell again (in a new form if so desired)
• The familiar acts independently of me, but it always obeys my commands
Darkvision 30 ft; Adv. on Wis (Perception) checks using
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
hearing/sight
• While it is within 100 ft of me, I can communicate with it telepathically
SENSES
• As an action, I see/hear what it does (but not with my senses) until the start of my next turn
• As an action, I can temporarily dismiss it, having it disappears into a pocket dimension
• As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
• I can't have more than one familiar bonded at a time; as an action, I can dismiss it forever
CLICK HERE • When I cast a spell with a range of touch, my familiar can deliver the spell
TO CHANGE It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
THIS ICON It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires

REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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