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Gunslinger

The document outlines the character Theodore 'The Pistol' Vaughn, a level 10 Gunslinger Artificer with a criminal background. It details his abilities, spells, equipment, and personality traits, highlighting his skills in firearms and magic. Additionally, it provides insights into his character history, including his transformation into a bounty hunter with a ruthless reputation.

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mihailovujovic5
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0% found this document useful (0 votes)
23 views7 pages

Gunslinger

The document outlines the character Theodore 'The Pistol' Vaughn, a level 10 Gunslinger Artificer with a criminal background. It details his abilities, spells, equipment, and personality traits, highlighting his skills in firearms and magic. Additionally, it provides insights into his character history, including his transformation into a bounty hunter with a ruthless reputation.

Uploaded by

mihailovujovic5
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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10 Artificer - Gunslinger
Theodore "The Pistol" Vaughn LEVEL & CLASS PLAYER NAME

Criminal Halfling, Lightfoot 355,000 Add: 85,000


CHARACTER NAME BACKGROUND Enforcer RACE EXPERIENCE Next Level

F AC DESCRIPTION
0 ● +9 INT
PRO

STR
15 Armor Half Plate

83 +4 19
Set Max HP
STRENGTH +4 DEX -2 WIS
2 Shield Sentinel Shield

0 ● +7 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
11 Misc
Temporary Hit Points: Misc
DEXTERITY
Immunity to frightened; Advantage +9 ARMOR

+4 on initiative rolls; CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
10 d8+3 15 ft

CONSTITUTION SAVING THROWS FAILURES


35 ft 19 ABILITY
SAVE DC
INTELLIGENCE

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+8 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
● Heavy
PRO

16 -2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● +9 Arcana (Int) > Flash of Genius 5 LR Firearms
INTELLIGENCE 0 Athletics (Str) > Mind Sharpener 5 LR LANGUAGES TOOLS & OTHERS

+5
● +6 Deception (Cha) > Ring og Potential 3 LR Common Thieves' tools
● +9 History (Int) > Etherial Phasing - Blink spell 2 LR Halfling Tinker's tools
-2 Insight (Wis)
Alchemists tools
20
>

+2 Intimidation (Cha) > Smith's tools


● +9 Investigation (Int) > Gaming set
WISDOM
-2 Medicine (Wis) >

-2 +5 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


-2 Perception (Wis)
7 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) > Attack (2 attacks per action) Attacks after a spell < Flash of Genius <

CHARISMA ● +9 Religion (Int) > Bag of Holding (retrieve item) Elemental rounds < Mind Sharpener <

+2
● +8 Sleight of Hand (Dex) > Ring of Potential < Initiative attack; <

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

-2 Survival (Wis) > < <


14
● +8 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Arcane Firearm 80/320 +12 2d6(2d8)+1d4+6 Force


>
Elemental rounds, Explosive rounds; Heavy, Two handed, Smite (1d6 per lvl); Arcane item;
DESCRIPTION
Adv. on Perception checks; can see trough light/heavy
obsurment either real or magical; Darkvision 120 ft; >

SENSES
>

NAME TOTAL NAME TOTAL


6 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Gunslinger level 10:
◆ At 1st level, you learn two Infusions of your choice from the list at the end of this class. The
Infusions Known column of the Artificer table shows when you learn additional Infusions -5
◆ Magical Tinker
Your insights into magical and mechanical objects can appear as magic to the untrained eye.
Starting from 1st level, you can use tinker's tools to cast the mending Cantrip and both detect PERSONALITY TRAITS
magic and identify as rituals. Your tools are the spellcasting focus and replace the material
components of the spells.
Moreover, the time it would take you to craft a magic item is halved if you are proficient with
appropriate artisan's tools.
◆ Spellcasting (Artificer 1, E:RLW 55) [4 cantrips known] IDEALS
I can cast prepared artificer cantrips/spells, using Intelligence as my spellcasting ability
To cast, I must use thieves' or artisan's tools I'm proficient with as a spellcasting focus
I can cast my prepared artificer spells as rituals if they have the ritual tag
Whenever I gain an artificer level, I can swap one artificer cantrip I know for another
◆ Also at 2nd level, your expert understanding of the magic of artifice allows you to bypass
BONDS
normal magic item restrictions. You can attune to and use any magic item regardless of any
alignment, class, player race, or spell requirements, and you can choose to use your Artificer
Spell save DC in place of the magic item's DC.
◆ Arcane Recharge
Starting at 3rd level, during the course of a short rest, you can recover expended spell slots of a
FLAWS
combined level equal to your Intelligence modifier. After you do, you must complete a long rest
before you can use this feature again.
◆ Flash of Genius (Artificer 6, E:RLW 57) [Intelligence modifier per long rest]
As a reaction when I or another in 30 ft make a check/save, I can add my Int mod to it Feature Name: Criminal Contact
◆ Expert Tinkert (Artificer 10, E:RLW 57) [attune to 6 magic items]
I have a reliable and trustworthy contact who acts as my liaison to a
Starting at 7th level, you add double your proficiency bonus to any ability check you make
network of other criminals. I know how to get messages to and from
with any tool you are proficient in. Your expertise also allows you to infuse magic items with
my contact, even over great distances; specifically, I know the local
Infusions. However, you cannot increase bonuses above +3.
messengers, corrupt caravan masters, and seedy sailors who can
◆ Magic item master (Artificer 11, E:RLW 58) [weapon or a spellcasting focus I can use]
deliver my messages.
You have gained a deep understanding of the inner workings of magic items, allowing you
greater use of them. Starting at 9th level, you can attune to up to four magic items at once.
BACKGROUND FEATURE
The number of magic items you can attune to at one time increases again at 14th level (5), and
finally at 18th level (6).
Lightfoot Halfling (+2 Dexterity, +1 Charisma)

Lucky: When I roll a 1 on an attack roll, ability check, or saving


throw, I can reroll the die and must use the new roll.

Halfling Nimbleness: I can move through the space of any creature


that is of a size larger than me.

Naturally Stealthy: I can attempt to hide even when I am obscured


only by a creature that is at least one size larger than me.
CLASS FEATURES RACIAL TRAITS

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


> ◆ CANTRIPS ◆ > ◆ SPELL SLOTS ◆ > CP

> Booming Blade, Shocking Grasp > >


> Mage Hand, prestidigitation > 1st level: O O O O >
SP
> > >
> ◆ 1st Level spells ◆ > 2nd level: O O O >
> Fog Could, Cure Wounds > > EP

> > 3rd Level: O O >


> ◆ 2nd Level spells ◆ > >
GP
> Invisibility, Blur > >
> > >

◆ 3rd Level spells ◆


> > > PP

> Haste, Blink > >


WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
56 - 110 lb
> > >
HEAVILY ENCUMBERED
> > >
111 - 165 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 166 - 330 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
> FEAT: Marksmans Luck
Once per turn change dmg dice sides, dosent work on d4;

> FEAT: Sharpshooter

+1 Dex; Ignores half and 3/4 cover; on dissadvantage on melle


shots; ignores second range dissadvantage;

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Quiver of Lightning Attuned

Speciual Quiver, ammon deals 1d4 lightning dmg; once per turn
NOTES dmg of the weapon becomes 2d8 instead of the regular dmg; if
armor is meatal, the attack is with advantage;

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Bag of Holding [DMG 153]
> <
This bag is 2 ft in diameter at the mouth, 4 ft deep, and 15 lb
> <
regardless of content. It can hold up to 500 lb, not exceeding a
> <
volume of 64 cu ft. Retrieving an item from it requires an action.
> <
If it's overloaded, pierced, or torn, it's destroyed with its contents
> <
in the Astral plane. If turned inside out, all its contents spill forth.
> <
> <
> MAGIC ITEM: Sentinel Shield [DMG 199]
> <
> < While holding this shield, I have advantage on initiative rolls and
> < Wisdom (Perception) checks. The shield is emblazoned with a
> < symbol of an eye.
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Male 36 Small 168cm 65kg
Theodore "The Pistol" Vaughn GENDER AGE SIZE HEIGHT WEIGHT

Neutral Evil / dirty red dark white


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Theodore Vaughn, better know as "THE PISTOL" among those who hunt him, is a genius inventor and once a
scholar, who was once a man respected in the circle of scientists and inventors. After a falling out with his rival,
who framed him with the most henious crime, Theodor spent 3 years in the prison, but a warden, whoose life
he saved from a terrible illness, helped him escape during a riot, and Theodore fled the city and the country.
Chaning his name (Theodore was not his true name), he used his talents to hunt criminals and other scums,
but became so addicted to that lifestyle, that 5 years latter, he became infamous for being a true scounder
who first shoots and then asks latter.
He is a bounty hunter, but he is ruthless, and likes to toy with his prey, torturing them like a ghost, since
trough the forrbiden rituals he transformed himself into a wraith of great power.
Now he walks the world, hunts all those who stand in his way, just for the thrills.

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

◆ ARTIFICER SUBCLASS - Gunslinger ◆ ◆ ARTIFICER INFUSIONS ◆


◆ Artificer Level Spells
3rd chaos bolt *, guiding bolt 1) Mind Sharpener
5th acid arrow, arcane scorcher Prerequisite: 5th-level Artificer
9th conjure volley LL, lightning arrow LL Item: helmet, diadem, suit of armor, or robes
When the wearer of this magical object fails a Constitution saving throw to
◆ Tools of the Trade maintain concentration, it can use a reaction to expend a Charge from this object
3rd-level Gunslinger Specialization feature to succeed instead.
You gain proficiency with alchemist's supplies and smith's tools. If you are already This magical item has a number of Charges equal to your Intelligence modifier
proficient with these tools, you gain proficiency with another set of artisan's tools (minimum of 1 Charge), and it regains all of its expended Charges each day at
of your choice. dawn.
Arcane Firearm 2) Minor Arcane Item (special gem placed in the firearm): _______________________
◆ 3rd-level Gunslinger Specialization feature Prerequisite: 5th-level Artificer
Your groundbreaking research has led to the development of your signature Item: Tiny object, tool, or arcane focus (requires attunement)
Arcane Firearm, which uses the rules below: You imbue this object with a minor amount of arcane power, choosing a 1st-level
1) Crafting your Firearm. During the course of a long rest, you can spend 1 hour Artificer spell you know to infuse within. Any creature that holds this item can
using smith's tools to craft one Arcane Firearm. It is only usable by you, and expend one Charge to cast the imbued spell with your Artificer spellcasting
crafting another causes the magic of the previous Firearm to instantly dispel. ability.
2) Properties. Your Arcane Firearm is a martial weapon you are proficient with. It If the imbued spell requires concentration, the wielder of the item must
has the ranged (80/320) and loading properties, it deals 1d10 force damage on concentrate on the spell for the duration.
hit, and you can use your Intelligence, in place of Dexterity for its attack and This magical item has a number of Charges equal to your Intelligence modifier
damage rolls. Finally, you can use it as a spellcasting focus for Artificer spells. (minimum of 1 Charge), and it regains all of its expended Charges each day at
3) Infusions. Your Firearm can bear one Infusion for a ranged weapon, metal rod, dawn.
or Tiny object. 3) Ring of Potential
4) Upgrades. Upon creation, your Arcane Firearm gains two Upgrades of your Prerequisite: 5th-level Artificer
choice from the list of Upgrades at the end of this Specialization. At certain Item: ring (requires attunement)
Artificer levels, your Arcane Firearm gains more Upgrades: at 5th level (3), 10th While wearing this magical ring, the wearer can use a bonus action to expend its
level (4), and finally at 15th level (5). Charges and regain one expended spell slot equal to the number of Charges
◆ Extra Attack expended.
5th-level Armorer Specialization feature This magical ring has three Charges, and it regains all of its expended Charges
You can attack twice, instead of once, whenever you take the Attack action. Also, each day at dawn.
when you use your action to cast a spell, you can make a Arcane Firearm attack as 4) Goggles of Clearsight
a bonus action. Item: helm, pair of goggles, or glasses
◆ Increased Capacity While wearing these magical goggles the wearer can see normally through light
5th-levle Gunslinger Specialization feature or heavy obscurement from mundane and magical phenomena, including
You have improved your Firearm for efficient use in combat. You ignore the darkness, within 120 feet.
Loading property of your Arcane Firearm, but you must use your bonus action to The wearer also no longer suffers negative effects from the Sunlight Sensitivity
reload it. You can make up to six attacks with your Firearm before you must trait, and it has advantage on any saving throws it makes to resist the blinded
reload. condition.
◆ Overcharge 5) Enhanced Weapon
10th-level Gunslinger Specialization feature Item: simple or martial weapon
You can imbue your Arcane Firearm's attacks with additional explosive magic. This magic weapon grants its wielder a +1 bonus to attack and damage rolls it
Once per turn when you hit a target with an attack from your Arcane Firearm, you makes with this infused weapon.
can expend a spell slot to cause that attack to deal bonus force damage to the
target. ◆ Gunslinger Upgrades ◆
This bonus damage is 2d6 for a 1st-level spell slot, plus an additional 1d6 force 1) Deadly Accuracy
damage for each slot level above 1st. You gain a +2 bonus to your Arcane Firearm attack rolls. This Upgrade does not
◆ Quickdraw stack with the Archery Fighting Style.
10th-level Gunslinger Specialization feature 2) Elemental Shot
You always seem to shoot first. You can add your Intelligence modifier (minimum As a bonus action, you can touch your Arcane Firearm and expend a spell slot of
of +1) to your initiative rolls. Also, if you roll initiative and are not surprised or 1st-level or higher and choose either acid, cold, fire, lighting, or poison. For the
incapacitated, you can use a reaction to make one attack with your Arcane next minute, your Arcane Firearm deals additional damage of that type on hit.
Firearm. The elemental damage is 1d4 for a 1st-level spell slot, plus an additional 1d4 for
each spell slot level above 1st.
3) High Caliber
You increase the firepower of the Arcane Firearm. Its range increases to (100/400),
its damage die increases from 1d10 to 2d6, and it gains the heavy and
two-handed properties.
4) Explosive Rounds
Prerequisite: 5th-level Artificer
Once per turn when you hit a target with an Arcane Firearm attack, you can force
all creatures within 5 feet of it to make a Dexterity saving throw. On a failed save,
they take damage as if they had also been hit by your Arcane Firearm attack.

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

◆ SPECTRE TRANSFORMATION ◆

◆ Transformation Level 1
1) Transformation Boon - Spectral Presence
Your Dexterity increases by 2 and your Charisma increases by 1. No ability score
can increase above 16 in this way. If your transformation is due to contact with
the afterlife, you become Undead in addition to any other creature types you
are. If your transformation is due to an abnormality with reality, you become an
Aberration in addition to any other creature types you are. Spells that affect
humanoids still affect you. However, you’re immune to effects that only
affect a creature of your new type of a specific CR. Also, you cease aging and
cannot be aged magically.

2) Transformation Boon - Spectral Movement


Your walking speed increases by 10 feet. In addition, you can move through other
creatures and solid objects as if they were difficult terrain and you can move
through difficult terrain as if it were normal. If you end your turn inside a creature
or object, you’re shunted back to where you entered and take 1d6 force damage
per 10 feet (rounded up) you travel in this way. Objects that have been in your
possession less than 1 minute cannot move through creatures and objects with
you. As a final benefit of this boon, due to your incorporeal nature, during your
turn you have resistance to all nonmagical bludgeoning, slashing, and piercing
damage from sources you can see.
3) Transformation Flaw - Close to Death

◆ Transformation Level 2 ◆
1) Ethereal Phasing
You can cast the blink spell without expending a spell slot. Once you cast the spell
using this boon a number of times equal to your Transformation level, you can’t
do so again until you finish a long rest.
2) Transformation Flaw - Hideous Appearance

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) 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 v13.0.0.beta29 (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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