CallumV10 (Strixhaven)
CallumV10 (Strixhaven)
Callum
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F AC DESCRIPTION
● +6 STR +3 INT
PRO
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
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
+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
>
+5 ● +7 Nature (Int)
●● +13 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
+1 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < War Caster - Opportunity Spell <
+1 +4 Sleight of Hand (Dex) > Eyes of Night (grant others) < <
SKILLS ACTIONS
>
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.
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
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
F
-4 STR 0 INT Temporary HP: SUCCESSES
PRO
12 +2 5
Set Max HP
STRENGTH
+2 DEX +1 WIS
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
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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
CANTRIPS (0 LEVEL)
1ST LEVEL
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
CANTRIPS (0 LEVEL)
1ST LEVEL
2ND LEVEL
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)