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D&D Character sheet

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0% found this document useful (0 votes)
5 views5 pages

Fiche Eiden Complète

D&D Character sheet

Uploaded by

Twaanou
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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3 Druide Eïden
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LEVEL & CLASS PLAYER NAME
TO CHANGE
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Outlander Kender 900 Add: 2,700


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR ● +2 INT
PRO

11 Armor Leather

36 +2 15
Set Max HP
STRENGTH +2 DEX ● +6 WIS
2 Shield Shield

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

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+4

CONSTITUTION SAVING THROWS FAILURES


30 ft. 14 ABILITY
SAVE DC
WISDOM

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

18 ● +6 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +2 Arcana (Int) > Wild Shape (CR 1/4, no fly/swim; 1 hour) 2 SR Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

INTELLIGENCE ● +1 Athletics (Str) >


LANGUAGES TOOLS & OTHERS

0
-1 Deception (Cha) > Common Herbalism kit
0 History (Int) > Druidic Type of musical instrument

● +6 Insight (Wis) +1 from Outlander


10
>

-1 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+4 Medicine (Wis) >

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


+4 Perception (Wis)
18 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > Wild Shape (start) Wild Shape (end) < Halo of Spores <

CHARISMA 0 Religion (Int) > Symbiotic Entity < <

-1 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

● +6 Survival (Wis) > < <


9 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

14 PASSIVE WISDOM (PERCEPTION) Staff ✔ Str Melee +1 1d6-1 Bludgeoning


>
Versatile (1d8)
DESCRIPTION

Shillelagh ✔ Wis Melee +6 1d8+4 Bludgeoning


>
Imbued club or quarterstaff; Counts as a magical weapon (PHB 275)
SENSES Flame Blade ✔ Wis Melee +6 +4
>
3d10, bright light in a 10-foot radius and dim light for an additional 10 feet
NAME TOTAL NAME TOTAL
Chill Touch ✔ Wis 120 ft +6 1d8 Necrotic
>
Reload Reload Target can't regain HP and undead dis. on attacks vs. me, until my next turn (PHB 221)

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Add Features
Druid, level 3:
◆ Druidic (Druid 1, PHB 66) I'm always picking things up, absently fiddling with them, and
I know Druidic; Hidden messages with it can only be understood by who know Druidic sometimes accidentally breaking them.
◆ Spellcasting (Druid 1, PHB 66) [2 cantrips known]
I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability
I can use a druidic focus as a spellcasting focus PERSONALITY TRAITS
I can cast my prepared druid spells as rituals if they have the ritual tag
◆ Druid Circle - Circle of Spores (Druid 2, PHB 67) Greater Good: It is each person's responsibility to make the most
◆ Wild Shape (Druid 2, PHB 66) [CR 1/4, no fly/swim; 1 hour, 2× per short rest] happiness for the whole tribe. (Good)
As an action, I assume the shape of a beast I have seen before with the following rules:
- I gain all its game statistics except Intelligence, Wisdom, or Charisma IDEALS
- I get its skill/saving throw prof. while keeping my own, using whichever is higher
- I assume the beast's HP and HD; I get mine back when I revert back My family, clan, or tribe is the most important thing in my life,
- I can't cast spells in beast form, but transforming doesn't break concentration even when they are far from me.
- I retain features from class, race, etc., but I don't retain special senses
- I can choose whether equipment falls to the ground, merges, or stays worn
BONDS
- I revert if out of time or unconscious; if KOd by damage, excess damage carries over
◆ Halo of Spores (Circle of Spores)
There's no room for caution in a life lived to the fullest.
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on
a creature nearby. When a creature you can see moves into a space within 10 feet of you or
starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature
FLAWS
unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic
damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
◆ Symbiotic Entity (Circle of Spores)
You gain the ability to channel magic into your spores. As an action, you can expend a use of Feature Name: Wanderer
your Wild Shape feature to awaken those spores, rather than transforming into a beast form,
I have an excellent memory for maps and geography, and I can
and you gain 4 temporary hit points for each level you have in this class. While this feature is
always recall the general layout of terrain, settlements, and other
active, you gain the following benefits :
features around me. In addition, I can find food and fresh water for
- When you deal your Halo of Spores damage, roll the damage die a second time and add it
myself and up to five other people each day, provided that the land
to the total.
offers berries, small game, water, and so forth.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you
BACKGROUND FEATURE
use your Wild Shape again.

Fearless. You have advantage on saving throws you make to avoid


or end the frightened condition on yourself. When you fail a saving
throw to avoid or end the frighted condition on yourself, you can
choose to succeed instead. Once you succeed on a saving throw in
this way, you can't do so again until you finish a long rest.

Taunt. You have an extraordinary ability to fluster creatures. As a


bonus action, you can unleash a string of provoking words at a
creature within 60 feet of yourself that can hear and understand you.
The target must succeed on a Wisdom saving throw or it has
CLASS FEATURES disadvantage on attack rollsRACIAL
against targets other than you until the
TRAITS
start of your next turn. The DC equals 8 + your proficiency bonus +
your Intelligence, Wisdom, or Charisma modifier (choose when you
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
select this race). You can use this bonus action a number of times CP
> Backpack, with: 5 > > Traveler's clothes 4
equal to your proficiency bonus, and you regain all expended uses
> - Bedroll 7 > > Belt pouch (with coins)
when you finish a long rest.
1
> - Mess kit 1 > > Hunting trap 25 SP
> - Tinderbox 1 > >
> - Torches 10 1 > >
EP
> - Rations, days of 10 2 > >
> - Waterskin 5 > >

- Hempen rope, feet of 50 0.2


15
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
89.3 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 59 SUBTOTAL SUBTOTAL 30 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Small
GENDER AGE SIZE HEIGHT WEIGHT

Neutral Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

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

SPELL SLOTS
CHARACTER NAME

DRUID SPELLS Wisdom +6 DC 14


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chill Touch Spell attack for 1d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me; +1d8 at CL 5, 11, and 17 — Necro 1a 120 ft V,S 1 rnd P 221
> 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
> Shillelagh Club/quarterstaff you hold does 1d8 dmg and you use your spellcasting ability modifier instead of Str — Trans 1 bns Touch V,S,M 1 min P 275

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd E 15
> Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
> 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
> Earth Tremor All crea in area except you save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10-ft rad V,S Instantaneous E 17
> Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self V,S 10 min P 277

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Flame Blade Summon a fiery blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Fire dmg; 10 ft bright light — Evoc 1 bns Self V,S,M Conc, 10 min P 242
> 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
> Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg every 5 ft moved; Wis(Perc) vs. Spell DC to recognize — Trans 1a 150 ft V,S,M Conc, 10 min P 277

(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 10 crea Up to 10 creatures in the spells area, 1 of which may be you, the caster
1 rea 1 reaction Kn Known 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
20 cu ft 20 cubic feet Me Memorized In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
20 sq ft 20 square feet min Minute(s) all All creatures within the spells area
adv. Advantage obj Object(s) any Any creatures of your choosing that is within the spell's area
atk Attack obsc. Obscured cons. The material component is consumed by the spell SOURCES (‘B’ COLUMN)
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting E Elemental Evil Player's Companion
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting P Player's Handbook D&D 5th edition
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware S Sword Coast Adventure Guide
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.82 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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. 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 up to normal range (first number). Disadvantage on the attack if the target is up to long range away
RESTRAINED
(second number) or if a hostile is within 5 ft that is not incapacitated and can see you. 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 if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
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 you 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 v12.82 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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