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Monge

The document is a character sheet for a Dungeons & Dragons 5th edition character, featuring a level 30 Drunken Master monk and a level 4 Champion fighter. It includes detailed statistics such as abilities, skills, features, and magical items. The character possesses unique abilities related to their class and background, highlighting their combat prowess and special techniques.
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
0% found this document useful (0 votes)
45 views10 pages

Monge

The document is a character sheet for a Dungeons & Dragons 5th edition character, featuring a level 30 Drunken Master monk and a level 4 Champion fighter. It includes detailed statistics such as abilities, skills, features, and magical items. The character possesses unique abilities related to their class and background, highlighting their combat prowess and special techniques.
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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Show extra features

34 Drunken Master 30, Champion 4 Mauricio


Jinmu
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Time Trabler Warforged 1,000,000,000 Add:


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +13 STR ● +9 INT
PRO

22 Armor Unarmored Defense (Wis)

394 +6 45
Set Max HP
STRENGTH ● +26 DEX ● +18 WIS
Shield

+7 ● +20 CON
RESISTANCES
● +8 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
20 Dex Medium Armor Heavy Armor

2 Magic Bracers of Defense


Poison
24 Misc
Temporary Hit Points:
1 Misc Integrated Protection
DEXTERITY
All saves vs. area effects: fail ― half +20 ARMOR

+20 dmg, success ― no dmg; CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION
adv. poisoned
50 SUCCESSES LEVEL DIE USED ENCUMBERED
Show 2nd DC
4 d10+14

CONSTITUTION
You are immune to disease.; Dex
save vs. area effects: fail ― half
SAVING THROWS FAILURES
30 d8+14
80 26 ABILITY
SAVE DC
WISDOM

dmg, success ― no dmg; Immune


+14
DEATH
SAVES HIT DICE SPEED
to disease and poison ARMOR
F EX F
● +26 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

39 ● +18 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
+3 Arcana (Int) > Ki 30 SR
INTELLIGENCE ● +13 Athletics (Str) > Second Wind (1d10+4) 1 SR LANGUAGES TOOLS & OTHERS

+3
+2 Deception (Cha) > Action Surge 1 SR Alto wan Artisan's tool or musical instrument

+3 History (Int) > Oni Brewer's supplies


● +18 Insight (Wis) Wan Ceremolial te
16
>

+2 Intimidation (Cha) > Celestial


+3 Investigation (Int) > Drakonico
WISDOM
● +18 Medicine (Wis) >

+12 ● +9 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+12 Perception (Wis)
34 ● +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) > Attack (2 attacks per action) Martial Arts (with Attack action)< Deflect Missiles <

CHARISMA +3 Religion (Int) > Bag of Holding (retrieve item) Flurry of Blows (after Attack action)< Slow Fall <

+2
● +31 Sleight of Hand (Dex) > Stillness of Mind Patient Defense < Tipsy Sway <

● +26 Stealth (Dex) > Empty Body Step of the Wind < <

● +18 Survival (Wis) > Second Wind < <


15 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

22 PASSIVE WISDOM (PERCEPTION)


Wraps of Unarmed Power +2 (Unarmed Strike) ✔ Dex mele +28 1d12+22 Bludgeoning
>

DESCRIPTION

>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Drunken Master, level 30:
◆ Martial Arts (Monk 1, PHB 78) [1d10]
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
◆ Unarmored Defense (Monk 1, PHB 78) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
◆ Ki (Monk 2, PHB 78) [20× per short rest]
I can spend ki to fuel special actions (see third page)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
◆ Unarmored Movement (Monk 2, PHB 78) [+30 ft; Vertical surfaces and liquids] IDEALS
Speed increases and eventually lets me traverse some surfaces without falling as I move
◆ Deflect Missiles (Monk 3, PHB 78) [1d10 + 20 + Dexterity modifier; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
◆ Bonus Proficiencies (Way of the Drunken Master 3, XGtE 34)
BONDS
I gain proficiency with the Performance skill and brewer's supplies
◆ Drunken Technique (Way of the Drunken Master 3, XGtE 34)
When using Flurry of Blows, I gain the benefits of a Disengage and +10 ft speed this turn
◆ Slow Fall (Monk 4, PHB 78) [100 less falling damage]
As a reaction, I can reduce any falling damage I take by five times my monk level
FLAWS
◆ Ki-Empowered Strikes (Monk 6, PHB 79)
My unarmed strikes count as magical for overcoming resistances and immunities
◆ Tipsy Sway (Way of the Drunken Master 6, XGtE 34) [Standing up from prone costs only 5 ft]
1 ki point: as a reaction if missed in melee, attacker instead hits other I see within 5 ft Feature Name:
◆ Evasion (Monk 7, PHB 79)
My Dexterity saves vs. areas of effect negate damage on success and halve it on failure
◆ Stillness of Mind (Monk 7, PHB 79)
As an action, I can end one effect on me that causes me to be charmed or frightened
◆ Purity of Body (Monk 10, PHB 79) [I am immune to poison and disease]
◆ Drunkard's Luck (Way of the Drunken Master 11, XGtE 34) [2 ki points]
By spending 2 ki points, I can remove disadv. from an ability check, attack roll, or save
BACKGROUND FEATURE
◆ Tongue of the Sun and Moon (Monk 13, PHB 79)
I can understand all spoken languages and all creatures with a language understand me
◆ Diamond Soul (Monk 14, PHB 79) [1 ki point to reroll failed saving throw]
I am proficient with all saves; I can reroll a failed save once by spending 1 ki point
◆ Timeless Body (Monk 15, PHB 79)
I don't require food or water; I don't suffer age penalties and can't be aged magically
◆ Intoxicated Frenzy (Way of the Drunken Master 17, XGtE 34)
I can make 3 extra attacks with Flurry of Blows if each is used on a different target
◆ Empty Body (Monk 18, PHB 79) [Invisible: 4 ki point; Astral Projection: 8 ki points]
Be invisible and resist non-force damage for 1 min or cast Astral Projection on self
◆ Perfect Self (Monk 20, PHB 79)
I regain 4 ki points if I have no more remaining when I roll initiative
CLASS FEATURES RACIAL TRAITS
Champion, level 4:
◆ Fighting Style (Fighter 1, PHB 72)
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
Choose a Fighting Style for the fighter using the "Choose Feature" button above CP
> > >
◆ Second Wind (Fighter 1, PHB 72) [1d10+4, 1× per short rest]
> > >
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
> > > SP
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest]
> > >
I can take one additional action on my turn on top of my normally allowed actions
> > >
◆ Improved Critical (Champion 3, PHB 72) EP
> > >
I score a critical hit with my weapon attacks on a roll of 19 and 20
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
121 - 240 lb
> > >
HEAVILY ENCUMBERED
> > >
241 - 360 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 361 - 720 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Monk features:
◆ Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields > FEAT:

◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point]


After taking the Attack action, I can make 2 unarmed attacks as a bonus action
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
> FEAT:

You don't need to eat, drink, or breathe.


You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.

◆ Stunning Strike (Ki Feature, PHB 79) [1 ki point] > FEAT:


After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it
It has to succeed on a Con save or be stunned until the end of my next turn

> FEAT:

FEATS

> MAGIC ITEM: +1 Dragonhide Belt ● Attuned


This finely detailed belt is made of dragonhide. While wearing it,
NOTES you gain a +2 bonus to the saving throw DCs of your ki features.
In addition, you can use an action to regain ki points equal to a
roll of your Martial Arts die. You can't use this action again until
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
the next dawn.
> <
> <
> MAGIC ITEM: Bracers of Defense [DMG 156] ● Attuned
> <
These bracers give me a +2 bonus to AC, but only if I'm not
> <
wearing armor or using a shield.
> <
> <
> <
> <
> <
> MAGIC ITEM: Cloak of Displacement [DMG 158] ● Attuned
> <
> < While I wear this cloak, creatures have disadvantage on attack
> < rolls against me as I appear to be standing in a slightly different
> < location. If I take damage, this property ceases to function until
> < the start of my next turn. The property is suppressed while I am
> < incapacitated, restrained, or otherwise unable to move.
> <
> MAGIC ITEM: Bag of Holding [DMG 153]
> <
> < This bag is 2 ft in diameter at the mouth, 4 ft deep, and 15 lb
SUBTOTAL SUBTOTAL 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.
EXTRA EQUIPMENT
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: Gloves of Thievery [DMG 172]

These gloves are invisible while worn. While wearing them, I gain
a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity
checks made to pick locks.

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
> MAGIC ITEM: Attuned > FEAT:

> FEAT:

> MAGIC ITEM: Attuned

> FEAT:

> MAGIC ITEM: Attuned

> FEAT:

> MAGIC ITEM: Attuned

EXTRA FEATS

FEATURE MAX RECOVER USED


>

>

>

>

> MAGIC ITEM: Attuned >

>

>

>

EXTRA LIMITED FEATURES

ACTIONS ACTIONS
> <

> <
> MAGIC ITEM: Attuned
> <

BONUS ACTIONS REACTIONS


> <

> <

> <

> <

> <

> <
> MAGIC ITEM: Attuned
EXTRA ACTIONS

EXTRA MAGIC ITEMS EXTRA PROFICIENCIES


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
1 ??? Medium
Jinmu
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Evil
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

CLICK HERE
CLICK HERE TO CHANGE
THIS ICON
TO CHANGE
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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
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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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
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 v13.0.0beta16 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
SPLIT MIND ADAPTABLE TALENT
(Prerequisite: Level 8+, Spellcasting Feature) General Feat (Prerequisite: Level 16+)
You have managed complex magical rituals, and you've learned You gain the following benefits:
strategies to handle magic from old. You gain the following Ability Score Increase. Increase one ability score of
benefits: your choice
Disciplined. You gain proficiency in saving throws for either by 1. You can’t increase an ability score above 20
Charisma, Intelligence or Wisdom. using this
Excelsior Arcana. When you take the Magic action on your turn, feat. However, if you’re at least level 19, that
you can modify one spell that you can cast. When casting this maximum
spell, you change its duration so that it doesn't require you to increases to 22.
use concentration. However, while this spell is active you are Strong Foundations. Once per day, after completing
vulnerable to psychic damage and have Disadvantage on a short
Concentration Saving Throws. If you fail a concentration rest, you can choose to swap out one of your current
save, this spell ends immediately as well. You can use this Feats for
benefit a number of times equal to half your Proficiency any other Feat of your choice that you meet the
Bonus, rounded down, and you regain all expended uses prerequisites
when you finish a Long rest. for. The Feat you swap out cannot be the
Mystical Armament. You can use the Mastery property of a prerequisite for any
single kind of Simple or Martial Melee weapon of your choice, other feature that you possess. You can swap back to
provided you are proficient with it. However, if you’re at least your
level 12, you gain the ability to use the Mastery property for original Feat once you finish a Long Rest.
an additional kind of weapon of your choice. Whenever you
finish aLong Rest, you can practice weapon drills and change
one of those weapon choices.
BATTLE-HARDENED HEROIC SURGE
Prerequisite: Constitution 13+ General Feat (Prerequisite: Level 4+)
You are exceptionally though and recover surprising You can take one additional Action once at the
speed Choose end of your turn,
three among the following subfeatures to gain: and must choose to take the Attack (one weapon
• Resilience. You gain proficiency in Strength or attack only),
Constitution saving throws. Dash, Study or Use an Object action. Provided
• Tough. Your hit point maximum increases by an that you are not
amount equal to your character level You may select this Incapacitated and haven’t used the Action Surge
subfeature twice. x2 trait on the same
turn. However, you get vulnerability to all
damage until the start
of your next turn. Starting at 8th level, that
action could be used
WAR CASTER to take the Dodge, Help or Magic action as well.
You can use this
Prerequisite: Spellcasting or Pact Magic Feature. You have
benefit a number of times equal to half your
mastered the use magic during and for battle. Choose three
Proficiency Bonus,
among the following subfeatures to gain:
rounded down, and you regain all expended uses
Spell Sniper. When you cast a ranged spell that requires you to
when you finish
make an attack roll, the spell’s range is doubled, and the spell
a Long rest.
ignores half cover and three-quarters cover.
Sudden Enhancement. On your first turn in combat, you may use
your Bonus Action to cast a spell with a duration of at least 1
minute that only affects you or your allies.
Battle Caster. You can perform the somatic components of spells
even when you have weapons or a Shield in one or both hands.

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