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CallumV10 (Strixhaven)

The document is a character record sheet for a Dungeons & Dragons 5th edition character named Zachery, who is a Dhampir with a multi-class build including Gloom Stalker Ranger, Fighter, and Twilight Domain Cleric. It details the character's abilities, skills, features, spells, equipment, and personality traits. The character has a focus on stealth and combat, with various magical and physical abilities that enhance their effectiveness in gameplay.

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wolferdzak
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
37 views9 pages

CallumV10 (Strixhaven)

The document is a character record sheet for a Dungeons & Dragons 5th edition character named Zachery, who is a Dhampir with a multi-class build including Gloom Stalker Ranger, Fighter, and Twilight Domain Cleric. It details the character's abilities, skills, features, spells, equipment, and personality traits. The character has a focus on stealth and combat, with various magical and physical abilities that enhance their effectiveness in gameplay.

Uploaded by

wolferdzak
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

10 Gloom Stalker 5, Fighter 2, Cleric (Twilight Domain) 3 Zachery

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

Witherbloom Student Dhampir


WITH DIMENSIONS

64,000 Add: 85,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +6 STR +3 INT
PRO

14 Armor Scale Mail

120 +4 16
Set Max HP
STRENGTH ● +8 DEX +5 WIS
Shield

+2 ● +8 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
14 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Con (Concentration) saves +9 ARMOR

+4 when damaged CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
7 d10+4 25 ft, climb 25 ft

CONSTITUTION SAVING THROWS FAILURES


3 d8+4 35 ft,
climb 35 ft,
fly 35 ft
17 ABILITY
SAVE DC
WISDOM

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

18 ● +9 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
+3 Arcana (Int) > Favored Foe (+1d4 damage) 4 LR
INTELLIGENCE ● +6 Athletics (Str) > Vampiric Bite (empower myself) 4 LR LANGUAGES TOOLS & OTHERS

+3
+1 Deception (Cha) > Second Wind (1d10+2) 1 SR Sylvan Herbalism kit
+3 History (Int) > Action Surge 1 SR Infernal
+5 Insight (Wis) Eyes of Night (grant others) 1 LR/SS 1+ Primordial
16
>

+1 Intimidation (Cha) > Channel Divinity 1 SR Common


+3 Investigation (Int) > Draconic
WISDOM
+5 Medicine (Wis) >

+5 ● +7 Nature (Int)
●● +13 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

20 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < War Caster - Opportunity Spell <

CHARISMA +3 Religion (Int) > Primeval Awareness (communicate) < <

+1 +4 Sleight of Hand (Dex) > Eyes of Night (grant others) < <

● +8 Stealth (Dex) [disadv.] > Vigilant Blessing < <

● +9 Survival (Wis) > Channel Divinity: Turn Undead < <


12
Tool > Channel Divinity: Twilight Sanctuary < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

23 PASSIVE WISDOM (PERCEPTION) Longbow ✔ Dex 150/600 ft +10 1d8+4 Piercing


>
Ammunition, heavy, two-handed; No disadv. at long range; Ignore ½ and ¾ cover
DESCRIPTION
Darkvision 330 ft; Blindsight 10 ft
Rapier ✔ Dex Melee +8 1d8+4 Piercing
>
Finesse
SENSES Chill Touch ✔ Wis 120 ft +9 2d8 Necrotic
>
Target can't regain HP; Undead dis. on attacks vs. me until my next turn
NAME TOTAL NAME TOTAL
Arrows 30 Vampiric Bite ✔ Con Melee +8 1d4+4 Piercing
>
Reload Reload Adv. while at or below half HP; Can empower myself on hit

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Gloom Stalker, level 5:
◆ Favored Foe (Ranger 1, TCoE 56) [+1d4 damage, Proficiency bonus per long rest] Quite and prefers to be around animals or books instead of
When I hit a creature with an attack roll, I can mark it as my favored enemy for 1 min other people but will help those who truly need it.
I deal extra damage to it when I mark it and the first time I hit a marked on my turn
Keeping a creature marked as favored enemy requires me to concentrate, like on a spell
◆ Deft Explorer: Canny (Ranger 1, TCoE 56) [extra benefits at 6th and 10th level] PERSONALITY TRAITS
I learn two languages and gain expertise with one skill I'm proficient with
◆ Archery Fighting Style (Ranger 2, UA:RR 3) The ecology of the world is here to explore and use but never
+2 bonus to attack rolls I make with ranged weapons abuse it for personal power. Hates people with large egos or
◆ Spellcasting (Ranger 2, UA:RR 3) [4 spells known] those pick on the weak.
I can cast ranger spells that I know, using Wisdom as my spellcasting ability IDEALS
◆ Primeval Awareness (Ranger 3, UA:RR 4)
If I haven't attacked a beast within the last 10 min, I can communicate with it My tressym Aqua and an unknown pen pal from a distant sea
As an action, I convey simple ideas, and read mood, intent, emotions, needs, etc. side city.
By concentrating for 1 min, I know if any of my favored enemies are within 5 miles
Per group, I sense the number, general direction, distance, and type of favored enemy
BONDS
◆ Dread Ambusher (Gloom Stalker 3, XGtE 42)
I can add my Wisdom modifier to my initiative rolls
Really bad Insomnia
In the first turn of combat I get +10 ft speed and an extra attack with the Attack action
If I take the Attack action and that extra attack hits, it does +1d8 damage
◆ Gloom Stalker Magic (Gloom Stalker 3, XGtE 42)
FLAWS
I add a spell to my known spells at level 3, 5, 9, 13, and 17
These count as ranger spells, but do not count against the number of spells I can know
◆ Umbral Sight (Gloom Stalker 3, XGtE 42)
I gain 60 ft darkvision, or add 30 ft to darkvision if I already had it because of my race Feature Name: Witherbloom Initiate
When I'm in darkness, others gain no benefit from darkvision to detect me
I gain the Strixhaven Initiate feat for the Witherbloom college. In
addition, I add the following spells to the spell list of all my
Fighter, level 2:
spellcasting classes, if any: Cure Wounds, Inflict Wounds, Lesser
◆ Blind Fighting Style (Fighter 1, TCoE 41)
Restoration, Wither and Bloom, Revivify, Vampiric Touch, Blight,
I have blindsight with 10 ft range, allowing me to see anything not behind total cover
Death Ward, Antilife Shell, and Greater Restoration.
In range, I can see invisible, but not hidden, things, even when blinded or in darkness
◆ Second Wind (Fighter 1, PHB 72) [1d10+2, 1× per short rest]
BACKGROUND FEATURE
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest]
I can take one additional action on my turn on top of my normally allowed actions Owlin Dhampir
• Deathless Nature: I don't need to breathe.
Cleric (Twilight Domain), level 3: • Spider Climb: Climbing speed equal to walking speed. At 3rd level,
◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known] I can move up, down, and across vertical surfaces and upside down
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability along ceilings, while leaving my hands free.
I can use a holy symbol as a spellcasting focus for my cleric spells • Vampiric Bite: Uses Constitution and has adv. on the attack roll if
I can cast my prepared cleric spells as rituals if they have the ritual tag I'm at or below half HP. My Proficiency Bonus per long rest, when I
◆ Bonus Proficiency (Twilight Domain 1, TCoE 34) hit a creature other than a construct or undead, I can empower
I gain proficiency with martial weapons and heavy armor myself. I either regain HP or gain a bonus on my next ability check
◆ Eyes of Night (Twilight Domain 1, TCoE 34) [grant others, 1× per long rest or SS 1+] or attack roll. The bonus is equal to the piercing damage dealt.
I gain darkvision out to a range of 300CLASS
ft; As FEATURES
an action, I can grant others this as well RACIAL TRAITS
I can grant it for 1 hour to my Wis mod (min 1) of willing targets I can see within 10 ft
I can do this once per long rest, or by expending a spell slot (SS 1+)
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
◆ Vigilant Blessing (Twilight Domain 1, TCoE 35) CP
> Backpack >
As an action, I can grant myself or a creature I touch adv. on the next initiative roll
5 > School uniform 2 4
> > - Black ink, 1 ounce bottle of 2 > Belt pouch (with coins) 2 1
This benefit ends immediately after the roll or when I use this feature again
> > - Ink pen 2 > Scale Mail 45 SP
◆ Channel Divinity (Cleric 2, PHB 58) [1× per short rest]
> > - Book about plant identification
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
2 5 > Longbow 1 2
> > - Iron pot 2 10 > Rapier 1 2
◆ Channel Divinity: Turn Undead (Cleric 2, PHB 59) EP
> > - Herbalism kit 2 3 > Arrows 20 0.05
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
> >
If an undead fails this save, it is turned for 1 minute or until it takes any damage
> Amulet holy symbol 1
>
>
>
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
>
>
>
30 GP

Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
> > >
◆ Channel Divinity: Twilight Sanctuary (Twilight Domain 2, TCoE 35) [1d6 + 3 temp HP] PP
> > >
As an action, I can use my holy symbol to create a 30-ft radius sphere around myself
> > >
It moves with me, is filled with dim light, and lasts for 1 min or until I'm incapacitated WEIGHT CARRIED
> > >
When a creature, including me, ends its turn inside the sphere, I can grant it a benefit: 103 lb
> > >
• I grant it temporary hit points equal to 1d6 + my cleric level ENCUMBERED
> > ATTUNED MAGICAL ITEMS
• I end one effect on it causing it to be charmed or frightened 71 - 140 lb
> > >
From 17th-level onwards, me and my allies have half cover while inside the sphere CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
210 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL 41 SUBTOTAL 61 211 - 420 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
> FEAT: Strixhaven Initiate [Witherbloom] [SCC 36]
I learn two cantrips (Chill Touch, Druidcraft, or Spare the Dying)
and a 1st-level spell from the druid or wizard spell list. I can cast
the spell once per long rest at its lowest level without expending
a spell slot, and can cast it if I have a spell slot to do so. I can
choose Int, Wis, or Cha as my spellcasting ability for this.

> FEAT: Sharpshooter [PHB 170]


My ranged weapon attacks don't have disadvantage on long
range and ignore half cover and three-quarters cover. With a
ranged weapon that I am proficient with, I can choose to take a
-5 penalty on the attack roll for +10 on the attack's damage.

> FEAT: War Caster [PHB 170]


Advantage on Con saves to maintain concentration on spells
when damaged. Perform somatic components even when
holding weapons or shield in one or both hands. Cast spell of 1
action casting time that targets only one creature instead of an
opportunity attack.

> FEAT: Resilient [Constitution] [PHB 168]


I gain proficiency with Constitution saving throws. [+1
Constitution]

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 v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Male 22 Medium 5'11 ft 160 Ibs
Callum
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good None Black(purple streaks) Dull green Pale peach


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

CLICK HERE
CLICK HERE TO CHANGE
TO CHANGE THIS ICON
HOVER FOR TOOLTIP
THIS ICON WITH DIMENSIONS

HOVER FOR TOOLTIP


WITH DIMENSIONS

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

An oddly pale boy dressed in fine but practical A young and eager owlin left to explore the near by woods to watch the animals roam and find new rocks and
clothes with a white tunic with a black long sleeve sticks to add to a little figure of the young ones house that he wished to build only to get lost after a few
turtle neck under it that hide leather arm guards, wrong turns and meet a strange wander in those woods who agreed to take the boy back to his town if he
Grey long pants, a black belt with two braided pieces allowed the being to take a small amount of blood. Lost and young the boy agreed and soon found himself
of leather hanging from it, dark brown boots and a home and in bed but when going to change and head downstairs to find his parents and get answers his
long sleeve less black coat with a hood that has ears reflection had shown a boy similar to a human but horribly pale with extra sharp fangs and the only remain of
that seems to match the longer feathers of some of his old bird like self was his wings and eyes.
the owlins around as it hides his black quiver at the
left with arrows, leg pouch with 2 red bottles Now older and accepted by the town again after helping out most of those who live there and studying more
attached to the right leg and a jet black rapier than he thought was possible he finally has the funds and letter of attendance to his dream magic collage his
vertically below his back at the waist as a small off to find out the mystery of why he changed so much after his bite and try make a name for himself in the
compass/pocket watch hangs around his neck and a
APPEARANCE world of adventuring in the process.
bag with a longbow attached to its side rests on his
back
Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Companion Options

Tressym Tiny 28 cm 10 Ibs


Aqua
RACE SIZE HEIGHT WEIGHT

Beast 15 months Male Unaligned


TYPE AGE GENDER ALIGNMENT
COMPANION
NAME

F
-4 STR 0 INT Temporary HP: SUCCESSES
PRO

12 +2 5
Set Max HP
STRENGTH
+2 DEX +1 WIS

-4 0 CON +1 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

3
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
40 ft, Claws ✔ Dex Melee (5 ft) +0 1 Slashing

+2
DEXTERITY >
climb 30 ft,

+2 INITIATIVE
fly 40 ft

SPEED
DESCRIPTION

>
15 LEVEL USED

DIE
2
d4+0
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

0
ATTACKS

F EX
◆ Damage Immunities: poison. ◆ Detect Invisibility: Within 60 feet of the tressym, magical
10 +2 Acrobatics (Dex)
PRO

◆ Condition Immunities: poisoned. invisibility fails to conceal anything from the tressym's
+1 Animal Handling (Wis)
◆ Languages: understands Common but sight.
0 Arcana (Int)
INTELLIGENCE can't speak. ◆ Keen Smell: The tressym has advantage on Wisdom
-4 Athletics (Str)
0 +1 Deception (Cha)
(Perception) checks that rely on smell.
◆ Poison Sense: The tressym can detect whether a
0 History (Int) substance is poisonous by taste, touch, or smell.
11 +1 Insight (Wis)
+1 Intimidation (Cha)
WISDOM
0 Investigation (Int)

+1 +1 Medicine (Wis)
0 Nature (Int)

12 ●● +5 Perception (Wis)
+1 Performance (Cha)
CHARISMA +1 Persuasion (Cha)

+1
0 Religion (Int) FEATURES TRAITS
+2 Sleight of Hand (Dex)
● +4 Stealth (Dex)
12
+1 Survival (Wis)
SKILLS

15 PASSIVE WISDOM (PERCEPTION)

Darkvision 60 ft; Adv. on Wis (Perception) checks using


smell
SENSES

CLICK HERE
TO CHANGE
THIS ICON
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WITH DIMENSIONS

COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

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

Callum
SPELL SLOTS
CHARACTER NAME

STRIXHAVEN INITIATE SPELLS Wisdom +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Chill Touch Spell attack for 2d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
AT
WILL Spare the Dying 1 living creature with 0 current HP becomes stable — Necro 1a Touch V,S Instantaneous P 277

1ST LEVEL

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



LR Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38

GLOOM STALKER SPELLS Wisdom +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
> Ensnaring Strike Next crea hit save (Large adv.) or restrained, 1d6+1d6/SL Piercing dmg/rnd; Str check to escape Str Conj 1 bns Self V Conc, 1 min P 237
> Hunter's Mark 1 crea +1d6 dmg from my weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means — Abjur 1a Self V,S,M Conc, 1 h P 264
> Rope Trick Rope up to 60 ft stands vertical; extradimens. space with invisible 3×5 ft entrance at top, for 8 crea — Trans 1a Touch V,S,M 1 h P 272
> Wither and Bloom 10-ft rad any crea 2d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft V,S,M Instantaneous SC 38

CLERIC SPELLS Wisdom 8 +9 DC 17


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
AT
WILL Resistance 1 willing crea can add 1d4 to one saving throw after rolling, once during the duration — Abjur 1a Touch V,S,M Conc, 1 min P 272
AT
WILL Toll the Dead 1 crea save or 2d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169

1ST LEVEL

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


Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+10/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu — Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Wis) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
) Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Guiding Hand (R) Tiny incorporeal hand directs me to one major landmark I name that is on the same plane — Div 1 min 5 ft V,S Conc, 8 h UA SS
Healing Word 1 living creature heals 1d4+1d4/SL+5 (Wis) HP — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
) Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

2ND LEVEL

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


Aid 3 creatures gain 5+5/SL current HP and HP max for the duration — Abjur 1a 30 ft V,S,M 8 h P 211
Augury (R) Omen about specific course of action I plan to take in the next 30 min (25gp) — Div 1 min Self V,S,Mƒ Instantaneous P 215
Blindness/Deafness 1+1/SL crea save or blinded or deafened; extra save at end of every turn Con Necro 1a 30 ft V 1 min P 219
Borrowed Knowledge Gain proficiency with one skill; ends early if cast again (25gp) — Div 1a Self V,S,Mƒ 1 h SC 37
Calm Emotions 20-ft rad all humanoids save or I suppress either charm/fear effects or hostility Cha Ench 1a 60 ft V,S Conc, 1 min P 221
Continual Flame Create a permanent flame (50gp cons.) — Evoc 1a Touch V,S,M† Till dispelled P 227
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits — Trans 1a Touch V,S,M Conc, 1 h P 237
Find Traps Sense presence of any trap within line of sight; not exact location, but general nature of trap — Div 1a 120 ft V,S Instantaneous P 241
Gentle Repose (R) 1 corpse protected from decay and prevent it from becoming undead; add duration to raising dead — Necro 1a Touch V,S,M 10 days P 245
Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book — Div 1a Self V,S,M Conc, 10 min P 256
) Moonbeam 5-ft rad 40-ft high all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B Con Evoc 1a 120 ft V,S,M Conc, 1 min P 261
Prayer of Healing 6 living creatures heal 2d8+1d8/SL+5 (Wis) HP — Evoc 10 min 30 ft V Instantaneous P 267
Protection from Poison 1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. being poisoned — Abjur 1a Touch V,S 1h P 270
) See Invisibility See invisible/ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent — Div 1a Self V,S,M 1 h P 274
Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp. — Illus 1a 120 ft V,S Conc, 10 min P 275
Spiritual Weapon Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack — Evoc 1 bns 60 ft V,S 1 min P 278
Warding Bond 1 crea +1 AC, +1 saves, resistance all dmg; if takes dmg I take same dmg; ends if >60 ft away (100gp) — Abjur 1a Touch V,S,Mƒ 1 h (D) P 287
Wither and Bloom 10-ft rad any crea 2d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft V,S,M Instantaneous SC 38
Zone of Truth 15-ft rad all in or enter save or unable to lie; I'm aware if saved or not; crea aware it cannot lie Cha Ench 1a 60 ft V,S 10 min P 289
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.10+230929 (Printer Friendly - Redesign); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
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 v13.1.10+230929 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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