Meledith Char Sheet Print
Meledith Char Sheet Print
AC DESCRIPTION
+3 STR +2 INT
16 Armor Chain Mail
39 +3 18
+6 DEX +2 WIS
Shield
0 +1 CON
RESISTANCES
+8 CHA
2 Dex Medium Armor Heavy Armor
Magic
Slashing Fire
11 Misc
Lightning Poison
Temporary Hit Points: Misc
Bludgeoning Piercing
Adv. vs. being charmed; Magic +3
+3 can't put me to sleep
FAILURES
30 ft 13 13
+1 ARMOR
+3 Acrobatics (Dex) Light Medium Heavy Shields
+2
+8 Deception (Cha) Common Sylvan
+2 History (Int) Elvish
+5 Insight (Wis) Undercommon
15
+5 Intimidation (Cha) Dwarvish
+5 Investigation (Int) Abyssal
+2 Medicine (Wis) Infernal
+2 +5 Nature (Int)
+5 Perception (Wis)
14 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
+8 Persuasion (Cha)
+2 Religion (Int)
+5 Survival (Wis)
20
Tool
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
56 - 110 lb
Amulet of the Sin'dorei HEAVILY ENCUMBERED
111 - 165 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 166 - 330 lb
Travel Benefits (Natural Explorer, UA:RR 3)
After one hour of traveling in the wilderness I gain the following benefits: FEAT: Sharpshooter (PHB, page 170)
- My allies and I are not slowed by difficult terrain and can't get lost except by magic My ranged weapon attacks don't have disadvantage on long
- I am alert to danger even when doing something else; I forage twice as much food range and ignore half cover and three-quarters cover. With a
- If alone (or alone with animal companion), I can move stealthily at my normal pace ranged weapon that I am proficient with, I can choose to take a
- When tracking others, I also learn their exact number, size, and time since passing -5 penalty on the attack roll for +10 on the attack's damage.
Born into nobility and trained in the court's arts, she comes from a ruined kingdom of elves
where, in contrary to conventional elven traditions, acceptance was seen as a strength. FEAT: Fighting Initiate Tasha's
Destroyed by a traitorous prince, she now wears the talisman of her people, symbolizing the Your martial training has helped you develop a particular style of
power of the sun over them. fighting. As a result, you learn one Fighting Style option of your
choice from the fighter class. If you already have a style, the one
you choose must be different. (Archery)
FEAT:
FEAT:
SUBTOTAL SUBTOTAL
ORGANIZATION
Comfortable 2 gp
Elf, High Medium
Meledith
RACE SIZE HEIGHT WEIGHT
+6 DEX +2 WIS 18 +3 39
0 +1 CON +8 CHA FAILURES
11
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Longbow Dex 150/600 ft +6 1d8+3 Piercing
DIE
2
+1
+3 Acrobatics (Dex) Languages: Common, Elvish and +1 from High Elf (+2 Dexterity, +1 Intelligence)
12
High Elf. Trance: Elves don't need to sleep, but meditate
+2 Animal Handling (Wis)
Saving Throws: Adv. vs. being charmed; semiconsciously, for 4 hours a day. While meditating, I can
+2 Arcana (Int)
Magic can't put me to sleep. dream after a fashion; such dreams are actually mental
0
+2
Athletics (Str) exercises that have become reflexive through years of
Weapon Proficiencies: longsword,
+8 Deception (Cha) shortsword, longbow and shortbow. practice. After resting in this way, I gain the same benefit
+2 History (Int) that a human does from 8 hours of sleep, but I still need 8
15 +5 Insight (Wis) hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard
+5 Intimidation (Cha)
spell list. Intelligence is my spellcasting ability for it.
+2 Investigation (Int)
+2 +2 Medicine (Wis)
+5 Nature (Int)
14 +5 Perception (Wis)
+5 Performance (Cha)
+8 Persuasion (Cha)
+2 Religion (Int)
+5 +3 Sleight of Hand (Dex)
+6 Stealth (Dex) Meledith is a flirty but stubord and tenacious high elf.
20
+5 Survival (Wis) Born into nobility and trained in the court's arts, she comes from a ruined kingdom of elves where, in contrary
to conventional elven traditions, acceptance was seen as a strength. Destroyed by a traitorous prince, she
now wears the talisman of her people, symbolizing the power of the sun over them.
Amulet of the sin'dorei
Darkvision 90 ft
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL
Meledith
CHARACTER NAME
Intelligence +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
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
Wisdom +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Goodberry Create 10 berries; 1 a to eat 1 berry for 1 hp and nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246
Hunter's Mark 1 crea +1d6 dmg from your weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
Barkskin 1 willing crea AC cannot be reduced below 16, regardless of armor it is wearing — Trans 1a Touch V,S,M Conc, 1 h P 217
Cordon of Arrows 4+2/SL arrows/bolts attack first crea in 30 ft one at a time for 1d6 Piercing dmg; save halves Dex Trans 1a 5 ft V,S,M 8 h P 228
Rope Trick Rope up to 60 ft stands vertical; extradimens. space with invisible 3×5 ft entrance at top, for 8 crea — Trans 1a Touch V,S,M 1 h P 272
LINE
(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) 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. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 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. Death
(ACTION) (ACTION) (PHB 291)
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
(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 (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)
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. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
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. (ACTION)
(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,
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.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(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.
(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
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.
(INSTEAD OF ONE ATTACK) (DMG 271)
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.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
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
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Can’t see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)