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Tobias - Aberrant Mind Sorcerer

Tobias - Aberrant Mind Sorcerer - D&D 5e

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0% found this document useful (0 votes)
46 views9 pages

Tobias - Aberrant Mind Sorcerer

Tobias - Aberrant Mind Sorcerer - D&D 5e

Uploaded by

Dan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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5 Sorcerer (Aberrant Mind)


Tobias Burkhard LEVEL & CLASS PLAYER NAME

Prismari Student Custom Lineage 6,500 Add: 14,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
0 +3 INT
PRO

STR
10 Armor Unarmored

37 +3 16
Set Max HP
STRENGTH +5 DEX +3 WIS
Shield

-1 ● +7 CON
RESISTANCES
● +9 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor

2 Magic Ring of Protection, Staff of Defense


9 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
5 d6+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 16 ABILITY
SAVE DC
CHARISMA

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex)

PRO
● Light Medium Heavy Shields
PRO

17 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
+2 Arcana (Int) > Sorcery Points 7 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
INTELLIGENCE -1 Athletics (Str) > Staff of Defense (regains 1d6+4) 10 Dawn LANGUAGES TOOLS & OTHERS

+2
● +8 Deception (Cha) > Common Tinker's Tools
+2 History (Int) > Goblin
+2 Insight (Wis) Orcish
14
>

+5 Intimidation (Cha) >

+2 Investigation (Int) >


WISDOM
+2 Medicine (Wis) >

+2 +2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis)
15 ● +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +8 Persuasion (Cha) > Imbuing Touch (2 sorcery points) Telepathic Speech < <

CHARISMA +2 Religion (Int) > Sorcerous Fortitude (1+ sorcery points) Font of Magic < <

+5 +4 Sleight of Hand (Dex) > Quickened Spell < <

+4 Stealth (Dex) > < <

+2 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Staff of Defense ✔ Str Melee +2 1d6-1 Bludgeoning


>
Versatile (1d8)
DESCRIPTION
Darkvision 60 ft
Dagger ✔ Dex Melee, 20/60 ft +7 1d4+4 Piercing
>
Finesse, light, thrown
SENSES Light Crossbow ✔ Dex 80/320 ft +7 1d8+4 Piercing
>
Ammunition, loading, two-handed
NAME TOTAL NAME TOTAL
Bolts 20 Eldritch Blast ✔ Cha 120 ft +8 2×1d10 Force
>
Reload Reload Each d10 is a separate beam requiring separate rolls

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Choose Feature
Add Features
Sorcerer (Aberrant Mind), level 5:
◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 6 spells known] I expect that anybody who's nice to me is hiding malicious
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability intent. I often get lost in my own thoughts and contemplation,
I can use an arcane focus as a spellcasting focus for my sorcerer spells becoming oblivious to my surroundings.
◆ Psionic Spells (Aberrant Mind 1, TCoE 67)
I learn additional spells, which do not count towards the number of spell I can know PERSONALITY TRAITS
Whenever I gain a sorcerer level, I can replace one of these with another of the same level
It must be a divination or enchantment spell on the sorcerer, wizard, or warlock spell list Witty: Brains are better than brawn. I rely on my wits and respect
◆ Telepathic Speech (Aberrant Mind 1, TCoE 67) [5 minutes] others who do the same. (Any)
As a bonus action, I can telepathic link myself with a creature within 30 ft that I can see
If we share a language, we can talk telepathically while in my Cha mod of miles (min 1) IDEALS
This last for my level in minutes, until I'm incapacitated, I die, or I use this feature again
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 5× per long rest] I know how hard life on the streets is. I do everything I can for
As a bonus action, I can use sorcery points to create spell slots and vice versa those who have less than me.
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows:
BONDS
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
I am still very uncomfortable wearing nice clothes, sleeping in a
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
warm bed, and eating fine food.
Use the "Choose Feature" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
FLAWS

Feature Name: Prismari Initiate

I gain the Strixhaven Initiate feat for the Prismari college. In addition,
I add the following spells to the spell list of all my spellcasting
classes, if any: Chromatic Orb, Thunderwave, Flaming Sphere, Kinetic
Jaunt, Haste, Water Walk, Freedom of Movement, Wall of Fire, Cone
of Cold, and Conjure Elemental.

BACKGROUND FEATURE

Custom Lineage (+2 to one ability score of my choice)


Size: I am Small or Medium (my choice).
Feat: I gain one feat of my choice for which I qualify.
Variable Trait: I have darkvision with a range of 60 ft.

CLASS FEATURES RACIAL TRAITS Racial Options

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


> Backpack, with: 5 > > School uniform 4 CP

> - Bedroll 7 > > Belt pouch (with coins) 1


> - Mess kit 1 > > Staff of Defense 1 3 SP
> - Tinderbox 1 > > Dagger 1 1
> - Torches 10 1 > > Light Crossbow 1 5
> - Rations, days of 10 2 > > Crossbow bolts 20 0.08 EP

> - Waterskin 5 > >


>
>
- Hempen rope, feet of
- Crystal arcane focus
50 0.2
1
>
>
>
>
10 GP

> - Black ink, 1 ounce bottle of 1 > >


> - Ink pen > > PP

> - Tinker's tools 10 > >


WEIGHT CARRIED
> > >
85.7 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 70 SUBTOTAL SUBTOTAL 15.5 136 - 270 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Dunamancy Spells (Optional Sorcerer 1, EGtW 186)
All dunamancy spells are added to the sorcerer spell list, each still pending DM's approval > FEAT: Magic Initiate [Warlock] Custom lineage bonus feat [PHB 168]

◆ Additional Sorcerer Spells (Optional Sorcerer 1, TCoE 65) I learn two cantrips and one 1st-level spell of my choice from the
◆ Magical Guidance (Optional Sorcerer 5, TCoE 66) [1 sorcery point] warlock's spell list. I can cast the 1st-level spell at its lowest level
When I make an ability check that fails, I can reroll the d20 and must use the new roll once per long rest without using a spell slot. If I'm a warlock, I
◆ Sorcerous Versatility (Optional Sorcerer 4, TCoE 66) [ASI = Ability Score Improvement] can also cast the 1st-level spell by expending a spell slot as
Whenever I gain an ASI from the sorcerer class, I can change a cantrip or Metamagic choice normal. Charisma is my spellcasting ability for these spells.
I can select either another cantrip from the sorcerer spell list or another Metamagic option
◆ Empowering Reserves (Optional Sorcerer 2, UA:CFV 10) [2 sorcery points] > FEAT: Strixhaven Initiate [Prismari] [SCC 36]
When I make an ability check on my turn, I can gain advantage on the check I learn two cantrips (Fire Bolt, Prestidigitation, or Ray of Frost)
◆ Imbuing Touch (Optional Sorcerer 2, UA:CFV 10) [2 sorcery points] and a 1st-level spell from the bard or sorcerer spell list. I can cast
As an action, I can touch a nonmagical weapon and make it count as magical for 1 minute the spell once per long rest at its lowest level without expending
◆ Sorcerous Fortitude (Optional Sorcerer 2, UA:CFV 10) [1+ sorcery points] a spell slot, and can cast it if I have a spell slot to do so. I can
As an action, I can gain 1d4 temporary hit points per sorcery point I spend choose Int, Wis, or Cha as my spellcasting ability for this.
◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points]
If the spell has a casting time of 1 action, I can cast it as a bonus action > FEAT: Metamagic Adept [TCoE 80]
◆ Subtle Spell (Metamagic Option, PHB 102) [1 sorcery point]
I learn two Metamagic options from the sorcerer class (2nd page
I can cast the spell without the need to use somatic or verbal components
"Choose Feature" button). I can use only one option on a spell
◆ Distant Spell (Metamagic Option, PHB 102) [1 sorcery point]
unless it says otherwise. I gain 2 sorcery points, which I can only
I double the range of the spell or make the range 30 ft if the range was touch
use for Metamagic. I regain all expended sorcery points when I
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1]
finish a long rest. I can change one whenever I gain an ASI.
If spell/cantrip has a target of one and not self, I can aim it at second target within range
> FEAT:

FEATS

> MAGIC ITEM: Ring of Protection [DMG 191] ● Attuned


While wearing this ring, I gain a +1 bonus to AC and saving
NOTES throws.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Staff of Defense [LMoP 53] ● Attuned
> <
This slender, hollow staff is made of glass yet is as strong as oak.
> <
While holding it, I gain a +1 bonus to AC. It has 10 charges and
> <
regains 1d6+4 expended charges at dawn. If I use its last charge,
> <
roll a d20. On a 1, it is destroyed. I can use its charges to cast
> <
Mage Armor (1 charge) or Shield (2 charges) as an action.
> <
> <
> 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 v13.1.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Male 23 Medium 6'2" 165
Tobias Burkhard GENDER AGE SIZE HEIGHT WEIGHT

Neutral Good Azuth Red-Brown Brown White


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

Alyssandra Brightwater - Ex Girlfriend


Former Strixhaven Student (Prismari College) ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Tall for a human, but very thin. Long reddish Brown As a child he lived in the outskirts of the north side of Neverwinter on the Sword Coast. He was liked by most
hair usually tied back into a ponytail. Although of his fellow children but being as gifted as he was in almost everything made him a prime target for those
unable to grow a full mustache he manages to keep children stronger than him. He could never overpower his bullies, who would often gang up on him; but he
his facial hair clean and orderly despite having a was usually able to out maneuver or outsmart them. Using his smarts and speed over physical force. When he
more unkempt look when it comes to clothing wasn't able to get away he was able to take the beatings they inevitably gave him and his friends; who he
choices. Usually dressed in commoner clothing of a always tried to protect. Though not an orphan he did not see his parents very much as they were as his uncle
shirt and pants, he does own a (hand me down) put it "adventurers who frequently traveled long distances and went on many dangerous journeys; where a
school uniform from his time as a Prismari Student at small child would not be safe." Though as he got older he saw his parents less, and less, and it has been a few
Strixhaven. Preferring darker clothes as they tend to years since last they saw each other.
hide the stains and signs of travel better. Growing up he lived mostly with his hermit of an uncle ("Uncle Az"); who started teaching him magic to help
defend himself against the other children who would pick on him and his friends. Mind you his uncle was no
APPEARANCE master mage, but knew enough to teach the young man to defend himself.
As he grew, so too did the challenges in his life. This continued on through his formative years and even into
college when he managed to impress a recruiter for the esteemed magic school of Strixhaven. Though
Poor LIFESTYLE DAILY PRICE 2 sp impressing the recruiter for the school did nothing to stop the bullying he recievied from his peers after
arriving. Despite having never done anything to anyone he managed to make what could at best be called a
rival; a half-orc sorcerer named Uth'rik Winterhall would constantly antagonize and berate him whenever they
Uth'rik Winterhall - College Rival met. Despite being a hardworking and talented student it would not be enough to save him from what was to
happen to his academic career.
Now a former student of Strixhaven (Prismari College) he knows some of the faculty and students who still
attend. Though not on good terms with the Headmaster after an incident involving a firebolt and the
Headmaster's beloved pet boar. An incident in which he suspects Uth'rik had a hand in, but cannot prove it.
He hopes with being forced to leave the school, he won't have to see Uth'rik again.
Throughout his life he had many friends, and love interests; yet none ever stayed. He would be just as absent
in his relationships as his parents were with him; not that he didn't try, he just had a bad habit of if things were
out of sight out of mind; even when it came to those he held dear; especially his first love of Alyssandra (a
tiefling bard who needed more attention than Tobias would be able to provide).
Using the knowledge he learned from his uncle, and Strixhaven, he hopes to travel outside the Sword Coast;
and follow his true calling of being an adventurer; like his parents before him. While his uncle did not know his
parents specific location; he knew they were traveling south. But that was years ago and claims he does not
know their current whereabouts. So south from Neverwinter he goes in search of adventure and maybe, if he
is lucky; he will find his family.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

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

Tobias Burkhard
CHARACTER NAME SPELL SLOTS

SORCERER SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+5 (Cha) Fire dmg — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
> Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> Mind Sliver 1 crea save or 2d6 Psychic dmg and subtract 1d4 from first saving throw before my next turn ends Int Ench 1a 60 ft V 1 rnd T 108
> Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
> Shocking Grasp Spell attack, adv. if metal armor, 2d8 Lightning dmg, no rea 1 turn — Evoc 1a Touch V,S Instantaneous P 275

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
PS Arms of Hadar 2d6+1d6/SL Necrotic dmg; save halves; on failed save no reactions until next turn Str Conj 1a S:10-ft rad V,S Instantaneous P 215
PS Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous X 157
> 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

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
PS 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
PS Detect Thoughts 1 a read thoughts of visible Int>3 crea or detect presence of invisible within 30 ft; save for probing Wis Div 1a Self V,S,M Conc, 1 min P 231
> Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min P 237
> Shadow Blade Sword 2d8 Psychic dmg, finesse, light, thrown (20/60 ft), adv. if target in dim/dark; +1d8 at SL3/5/7 — Illus 1 bns Self V,S Conc, 1 min X 164

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
PS Hunger of Hadar 20-ft rad all: blind while in, start turn in 2d6 Cold dmg, end turn in save or 2d6 Acid dmg Dex Conj 1a 150 ft V,S,M Conc, 1 min P 251
> Psionic Blast All crea 5d8+1d8/SL Force dmg, 20 ft pushed away, knocked prone; save half, not pushed or prone Dex Evoc 1a 30-ft cone V Instantaneous UA FRn
PS Sending Send a 25 word message to a familiar creature; it recognizes me and can respond with 25 words — Evoc 1a Unlimited V,S,M 1 rnd P 274

MAGIC INITIATE SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Eldritch Blast Spell attack for 2 beam(s), each 1d10 Force damage; beams can be combined or split — Evoc 1a 120 ft V,S Instantaneous P 237
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

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



LR Armor of Agathys 5 temp HP; as long as temp HP last any crea that hits in melee takes 5 Cold dmg — Abjur 1a Self V,S,M 1 h P 215

STRIXHAVEN INITIATE SPELLS Intelligence +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Fire Bolt Spell attack for 2d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL Ray of Frost Spell attack for 2d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL

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



LR Chaos Bolt Spell atk 2d8+1d6+1d6/SL dmg, d8s set dmg type, see B; double on d8s: new atk vs. crea in 30 ft — Evoc 1a 120 ft V,S Instantaneous X 151
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

STAFF OF DEFENSE SPELLS Charisma +3 DC 11


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

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


1 Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1a Touch Mƒ 8 h (D) P 256
2 Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1a Self Mƒ 1 rnd P 275

(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SJ Spelljammer: Adventures in Space
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area SR System Reference Document
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting T Tasha’s Cauldron of Everything
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting UA Unearthed Arcana
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware W Explorer’s Guide to Wildemount
up to 1 minute X Xanathar’s Guide to Everything
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.4 (Printer Friendly); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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 v13.1.4 (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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