Ellyrius - Elf Bladesinger
Ellyrius - Elf Bladesinger
1 bladesinger
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                          Ellyrius Elderen                                                          LEVEL & CLASS                                                                                    PLAYER NAME
                                      F                                                                                                                                                       AC                    DESCRIPTION
                                              -2 STR                +5 INT
                                   PRO
                                                                                                                              +2                                17
                                                                                                 Set Max HP
    STRENGTH                                 +4 DEX                 +4 WIS
                                                                                                                                                                                                       Shield
       -2                                    +1 CON                        0      CHA
                                                                                                MAXIMUM                   PROFICIENCY                           ARMOR                            4     Dex             Medium Armor                Heavy Armor
                                                      RESISTANCES                               HIT POINTS                  BONUS                                CLASS
                                                                                                                                                                                                       Magic
               7                                                                                                                                                                                       Misc
                                                                                               Temporary Hit Points:                                                                                   Misc
    DEXTERITY
                                   Adv. vs. being charmed; Magic                                                                                               +4                                                          ARMOR
      +1
                                                                                                   DEATH
                                                                                                   SAVES                     HIT DICE                           SPEED
                                                                                                                                                                                                                            ARMOR
                                      F EX                                                                                                                                                    F
                                              +4 Acrobatics (Dex)
                                                                                                                                                                                           PRO
                                                                                                                                                                                                     Light        Medium                Heavy            Shields
                                   PRO
      +3
                                               0      Deception (Cha)                     >                                                                                                  Common                              Herbalism kit
                                              +3 History (Int)                            >                                                                                                  +1 from Hermit
                                              +2 Insight (Wis)                                                                                                                               Elvish
            16
                                                                                          >
                                          SENSES
                                                                                          >
                                                                                          >
                              Reload                                            Reload
>
IDEALS
BONDS
FLAWS
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
                                      F
                                                                                                                                                                  Temporary HP:                                          SUCCESSES
                                   PRO
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)
SENSES
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                                REMARKS
                         COMPANIONS APPEARANCE                                                                                                 NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly)                                         Based on the character sheet TM &  2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
                                                                                          Notes Page Options
                                                             NOTES                                                                                   NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly)                        Based on the character sheet TM &  2014 Wizards of the Coast LLC; edited 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
                                   Ellyrius Elderen
                   CHARACTER NAME                                                                                                                               SPELL SLOTS
CANTRIPS (0 LEVEL)
1ST LEVEL
CANTRIPS (0 LEVEL)
DODGE (action)                                                                     Choose an action that you will take in response to a set               Fail checks involving hearing.
Attack rolls from attackers you can see have disadvantage                          trigger. Taking the action uses your reaction. Readying a              FRIGHTENED
and you have advantage on Dex saving throws until the                              spell requires concentration.                                          Disadvantage to checks/attacks while the source of fear is in sight.
start of your next turn, until you become incapacitated or                         SEARCH (action)                                                        Cant willingly move closer to the source of fear.
your speed drops to 0.                                                             Search for something, possibly with a Wis (Perception)                 GRAPPLED
ESCAPE (action)                                                                    or Int (Investigation) check.                                          Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
Escape a grapple by winning a Str (Athletics) or Dex                               TUMBLE (action or bonus action)	                    (DMG 272)          moved out of grapplers reach by an effect.
(Acrobatics) check vs. grapplers Str (Athletics) check.                           Move through hostiles space once by winning opposing                  INCAPACITATED
HELP (action)                                                                      Dex (Acrobatics) check.                                                Cant take actions or reactions.
Give an ally advantage on next ability check or attack roll                        USE OBJECT (action)                                                    INVISIBLE
vs. an opponent within 5 ft of you, if done before the                             You can interact with an object once per turn for free. A              Cant be seen (normally), but still make noise and tracks.
start of your next turn.                                                           second interaction and special cases take an action to                 Attacks have advantage. Enemy attacks have disadvantage.
                                                                                   complete (e.g. draw a second weapon, equip a shield,                   PARALYZED
                                                                                   drink a potion, retrieve an item from a backpack).                     Incapacitated. Cant 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. Cant 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 Cant 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  speed) or stand up (costs  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 attack if target is within 5 ft or up to long range
                                                                                                                                                          RESTRAINED
away (second number).                                                                                                                                     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 cant add a positive ability score modifier to the damage roll. If the                                 Incapacitated. Cant 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. opponents Str (Athletics) or Dex (Acrobatics) check.                                          Incapacitated. Cant 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. opponents 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 doesnt 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. Cant 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)