Two Bats - Amnesia, Forgotten & Forsworn
Two Bats - Amnesia, Forgotten & Forsworn
Two Bats - Amnesia, Forgotten & Forsworn
The clear “meta-goal” for your players will be to find out every- Of particular debate as it applies to Amnesia is the issue of magic,
thing they can about the missing information from their character or more specifically, characters who can use it. Given that a group
sheets. A large majority of this discovery will come through the of 5 DMs could probably engineer 27 different ways to handle it,
built-in familiar skill/stat test mechanics in D&D. we’ll just state what we decided upon.
Here’s how it works: you, as DM, have a player’s character sheet. Players may make an attempt to cast a spell by rolling a DC 15
She decides she wants to take an in-game action requiring a test; for Arcana check (or other skill, as you deem appropriate). They need
instance, let’s say Rachel wants to make an investigation roll to see not declare a specific spell to cast, but may describe the general idea
if she can locate a hidden switch (DC 15). She rolls a 12- but what (for instance, a player says “I want to distract the Kobolds by mak-
about her modifiers? This is where you come in. ing them believe a bear is behind them” would indicate something
like Minor Illusion). Generally speaking, circumstances will dictate
The DM is responsible for telling players what numerical mod- how specific the players are/need to be.
ifier applies to a skill/stat test. Once a player has this info, they
may notate it on their character sheet. Through a bit of backwards Should a player successfully pass the skill check, they then cast the
engineering, they can figure out their stats through skill checks. spell as normal. Failure, of course, means no spell- but in order to
deter abuse of the mechanic, we employed some further restric-
Let’s say Rachel adds +4 to her investigation roll. This could mean tions.
two things; either she has an 18/19 in Wisdom, or she has a 14/15
in Wisdom and is also proficient in Investigation. It’s up to her to IN THE CASE OF COMBAT: A player may only attempt to
figure out as much as possible through context and a variety of skill “remember” a spell once per combat. Doing so counts as a standard
tests. combat action; if they fail, they may do nothing further on that
turn. Should they succeed, they may cast the spell the same turn as
We recommend you don’t tell your players anything beyond the the check.
numerical modifier- don’t let them know if they’re proficient. A
large part of the fun in an amnesia game is in the meta- watching OUTSIDE OF COMBAT: A player may only attempt to “remem-
your players struggle to figure out what they’re capable of. ber” a spell once per in-game hour. You may adjust this time period
as appropriate to your intentions; once per short rest, long rest, day,
This concept will work with attack rolls as well, as the roll modifier whatever works.
will define their strength (or dexterity in the case of ranged/finesse
weapons). We should note, the one-shot design of this session necessitates
handling magic in a way that we don’t believe is necessarily the
HOWEVER- for particularly insightful players, you could forgo “best”. Feel free to come up with something that works better for
telling them their modifiers, and only telling them if they succeed you and your group.
or fail. It’s much more work on everyone involved this way, and
eventually they’ll need some way of discovering their modifiers.
Perhaps if they roll a natural 20 on a skill test, you tell them their
modifier? We leave it up to more inventive DMs.
As mentioned before, we played the inaugural Amne- 5. REMEMBER THE BASICS, BUT BE FLEXIBLE
sia session as part of our YouTube rpg series “Drink &
Die”. We highly recommend you check out our play- - All characters start with blank sheets; the DM has their completed
sheets.
through, available at:
- Players will discover their stats through back-engineering of skill
test results; when a player makes a roll, the DM informs them of
www.twobatsgaming.com their modified result.
(link goes straight to our YouTube channel) - Magic use has some special conditions; see the previous page.
- When a player solves his class room puzzle, he gets his character
sheet.
Read the following to your players: At this point, give the PC’s a moment to ask questions- both of
the DM and of each other. It should quickly become apparent that
You awaken with a jolt as you hear the guttural laughs of a Bugbear. they are all suffering from the same total memory loss. Further-
Quickly rubbing your eyes, as they adjust to the light, your vision comes more, there are very few clues they can use to determine their roles
into focus. You’re behind the bars of a prison cell. And from the looks of or class- they’re all wearing the same burlap prison clothes. They
it, it’s not a nice place- the floors and walls are damp, a steady dripping may ask about physical appearance, and here’s where you might
coming from the stone ceiling that rises about 8 feet above the ground. drop a small clue as to who is the Barbarian.
A sickly orange mold covers a large patch of the back wall, and you
swear you catch a glimpse of it moving as you come to. The air is musty, If the PC’s inquire about the other cell’s occupant, they can make a
dank, and tinged with the smell of burnt flesh coming from the small DC10 Medicine or Investigation check to see that the man is still
cooking fire outside the cell. alive, but unresponsive. His breathing is labored, with wet sucking
sounds. He wears the same clothing as the PCs.
Surrounding the fire, sits a large Bugbear, his body covered in a thick
brown hair. He wears a ragtag collection of various animal skins- not If the PC’s attempt to get the Bugbear (or Kobold’s) attention, the
so much clothing, but more like strategically placed roadkill. Bugbear will dejectedly tell them to shut up, and say that their food
His attention is focused on the cooking fire before him- or more specifi- is coming soon enough. The Bugbear will ignore almost any ap-
cally, on the skewered rats currently roasting on said fire. peal, and is not interested in the player’s well-being. He also won’t
answer questions about who or why the PC’s are in prison- because
To the Bugbear’s side sits a small Kobold, his skin a scaly green. The he truthfully doesn’t know anything, beyond being ordered by his
Kobold’s eyes are locked on the roasting rats, and his forked tongue darts Orcish masters to watch over the prisoners.
out every few seconds to lick his lips. He’s almost drooling, like a starved
dog. He reaches his small clawed hand towards one of the rats, only to After some time, the Bugbear declares the meal ready, and throws
have it slapped away by the Bugbear. a rat to the kobold, who quickly grabs it and scurries off to eat. He
places 6 rats on a wooden tray- each rat is skewered from head to
“I said, not yet Grimley. You know they’re not good till the skin is tail with a metal spike used to suspend them over the fire. He then
crispy.” takes food to the disabled prisoner, not giving much care to the
prisoner’s condition. Finally he approaches the player’s cell, telling
“Oh but Master, you always burn the eyes. I like them juicy!” them to put their backs against the wall. If they refuse, he will not
enter. Once they submit, he opens the cell, hands the tray of 5 rats
He reaches back towards the rat, and this time the Bugbear growls and to the Kobold and tells it to give the rats to the players.
bears his yellowed fangs-
And the kobold quickly retreats, hopping back a few steps. No real THIS IS THE PLAYER’S CHANCE! In most cases, your players
violence, but the point is made, and the bugbear resumes his watch on will likely enter combat with the Bugbear & Kobold. If they do
his meal. He doesn’t seem to notice that you’ve awoken. so, the Kobold will drop the tray containing the skewered rats.
Resourceful players can use the skewers as Improvised Weapons,
To your left, you see another prison cell, much in the same condition as dealing 1d4 damage on a hit.
your own. It is occupied- or possibly was occupied- by a single human.
He lies, face down and sprawled upon the stone floor. Should your players avoid combat, then you’ll need to engineer
His clothes are threadbare and disheveled, and you struggle to detect further chances for them to escape the prison. Impress upon them
any movement from the cell’s sole occupant. To be honest, you’re not that nothing will happen until they escape. Yes, it’s a bit of rail-
even sure he’s alive. roading, but at this point your characters are faceless and without
knowledge. They need to escape to discover more.
However, you have your own problems at the moment- you can’t seem
to remember for the life of you how you arrived in this prison. You The Kobold has nothing beyond standard supplies as listed in the
concentrate, and search your memories, but there’s nothing there- just MM; the Bugbear is the same, save for a keyring which contains
a blank spot where some concept of what lead to your current predica- the keys to both of the prison’s cells.
ment would be.
If the players open the adjacent cell to inquire about the other
What’s worse is that as you shake off your slumber, you begin to realize prisoner, they will discover that he is still alive. Should a player
that it’s not just the memory of how you got here that seems to escape approach him, he will struggle to speak, saying the following:
you- your mind is a total blank. You feel a rush of anxiety at the
“Please, just end it. Please.” gear you decide would be helpful for their party- DM’s discretion
to be employed here.
A successful DC 12 Medicine check will reveal that the man is
suffering from a disease called “Cryptblight”, and is at death’s door Once the gear is divided up, your players should head out of the
(this may be a chance for your Cleric to get some hint of who he room. On the exit door is hanging a small stone tablet with holes
is. Impart to the successful player that there is no known cure for in it (WORD PUZZLE PIECE 1)- give it to whomever is leading
Cryptblight, and its victims return as Undead shortly after expiring. the marching order into the next room.
The only way to avoid this fate is to remove the head of the victim
before he dies of the disease. In other words, killing the man would
be a merciful act.
room ii: the temple (cleric)
The prisoner is suffering from the same memory loss as the play-
ers; he has no idea who he is or how he arrived in the prison. If NOTE: Do not reveal the map for this room to your players until
pressed for info, he will reveal that he saw the Bugbear place a good instructed to.
amount of adventuring gear in the locked chests within the room.
Read the following to your players as they enter:
Should the players decide to not kill the prisoner, he will quickly
die after a severe coughing fit, and reawaken as a ZOMBIE. If he is As you enter the next room, your vision goes dark as the door behind
killed by decapitation, this fate is avoided. you slams shut. You can’t see a thing!
However the prisoner is handled, players searching his body will INSTRUCT ALL OF YOUR PLAYERS TO CLOSE THEIR
discover a set of lockpicks concealed in his clothing. If they discover EYES, AND TO KEEP THEM CLOSED UNTIL YOU GIVE
this before he passes away, he will state that he was waiting for his THE SIGNAL.
chance to use them to escape, but became too ill to proceed.
Now instruct your players that you will walk around the table and
The point of the lockpicks is to have the Rogue open the locked tap some of them on the shoulder. If you do, they may open their
chests, which contains the players’ basic gear. Ultimately it’s up eyes, but may not say a thing until given the OK. At this point,
to you to decide how to encourage your players to achieve this. sneakily walk around your players, tapping ONLY the Cleric on
Perhaps having them all make a wisdom roll, and then telling the the shoulder. Hand the Cleric a piece of paper that says the follow-
rogue that he “recognizes” the lockpicks as something he’s seen ing on it:
before.
You find yourself in a pitch-black dark circular room. The
Once the chests have been opened, give your players the list of air is cold, and you can barely see a trace of your breath as
following gear: you exhale. As your eyes adjust to the darkness, you see a
statue before you. It stands behind a small fire pit, which has
Mace (the Cleric’s Holy Symbol is located on its handle) no fire- it looks as though it hasn’t been used in quite some
Shortsword time.
Scimitar
Shortbow + Quiver (20 Arrows) The statue depicts a male figure, with broad shoulders and
Greataxe a well-kept physique. It holds a torch in one hand, which is
Light Crossbow + Quiver (20 Arrows) extended and pointing at a spot on the southern wall. The
Quarterstaff artist sculpted this statue with an eye to the details- it’s
masterfully crafted, and you get the sense that whomever
Iron Shield (or whatever) it depicts is a figure of importance. You feel
Wooden Shield strangely drawn to this statue- its face feels familiar, you
Scale Mail know you’ve seen it before.
Leather Armor x2
Robes As you approach the statue, you see an inscription at the
base of the statue pedestal. It reads- GIVE ME YOUR LIGHT,
Bracelet with Symbol of Bat (Wizard’s Focus) AND YOU MAY SEE. MY FIRE ALONE CAN OPEN THE WAY.
It’s up to your players on how to divide the gear. Here’s hoping the You may choose whether or not to reveal this info to the
Wizard doesn’t grab the Greataxe! other players. What do you do?
Also, once the chests are opened, give your Rogue To escape this room and proceed, two things need to happen:
his or her character sheet.
First, your Cleric must cast light upon the Statue. Once he does,
it illuminates brightly- all players can now open their eyes. Also,
Should the players examine the wooden crates next to the cooking
once the statue is lit, the Cleric has a rush of memories come to
fire, they can discover Healing Potions, Torches, or whatever other
him, recognizing the statue as a depiction of his God. GIVE
YOUR CLERIC HIS CHARACTER SHEET NOW. room iv: the doors (wizard)
The Statue has a torch in its right hand, and its arm is raised. One Your players enter a room containing a table and three doorways,
finger on the raised hand points towards a spot on the southern all shut.
wall.
Upon the table are three keys made of colored metal: one is red,
The southern wall has a hidden door; any player passing a DC 18 one is green, and one is blue. The doors are similar colored: again,
investigation check can see signs of its presence, but cannot deter- one door is red, one is green, and one is blue.
mine how it functions or how to open it. The only way for it to be
opened is as follows: On the floor of the room is carved a number of symbols. Any
player making a DC 15 History check can discern that the symbols
The brazier in front of the statue must be lit (with any means of have the structure/composition indicating some semblance of lan-
producing fire). The statue’s torch must be lit from this brazier, guage, but cannot discover what message they impart.
and then the torch must touch the spot on the southern wall as
indicated by the statue’s pointing figure. Once this happens, the The goal is to have your wizard cast Detect Languages upon the
door opens and the players may proceed. Upon leaving the room, symbols, at which point he recognizes the message:
the players discover another of the strange stone pieces (WORD
PUZZLE PIECE 2). TURQUOISE INTO EMERALD, THEN RUBY WILL OPEN
YOUR MIND.
room iii: the tunnel (druid) Therefore, the correct solution for the puzzle is as follows:
The BLUE key must open the GREEN door. Then, the RED
Your players enter a small room. The floor is strewn with a variety key must open the door at the end of the hallway revealed by the
of bones. On the far wall is a small opening (6 inch x 6 inch), previous door.
which reveals a long tunnel. At the end of the tunnel can be seen
what appears to be a stone pillar 4 feet in height, with a symbol of a However, to mislead the players, it should be made clear that any
rat carved into it. of the colored doors can be opened successfully with any key- but
only the correct key into the correct door will avoid triggering a
Any player succeeding on a DC 10 Investigation check will notice trap.
two stone panels, one each on the eastern and western wall, that
seem to conceal an opening. It cannot be opened, and beyond that Inserting the wrong key into any of the first three doors will trigger
description, no further information can be discerned. a POISON NEEDLE- does 1 piercing damage + 1d8 poison dam-
age. They can only be triggered once. Again, the door will still be
The goal for the room is to have the Druid wildshape into a rat, opened after the trap triggers. Players can detect the needles with a
proceed through the tunnel, and then climb to the top of the pillar DC13 Investigation check, and can disarm with a DC 15 Dexterity
in the room at the end of the tunnel. Once they do, the tunnel’s check (or with Thieves Tools, if proficient).
stone walls slide open wide enough for a medium sized creature to
walk through. Each of the color doors opens to an identical hallway; at the end of
each hallway is a normal (not colored) doorway, which is locked.
However, it’s a trap! Once the rat-formed Druid steps on the top
of the pillar, the previously mentioned stone panels also slide open, Only the middle path leads to the exit. The door at the end of the
and two Giant Spiders (MM pg 328) ambush the players. ALSO, middle path must be opened with the RED key.
GIVE YOUR DRUID HIS CHARACTER SHEET ONCE HE
STEPS ON THE PILLAR TOP. Failing to open the middle path door with the RED key- or
opening any of the other non-colored doors- triggers a FALLING
Note that this ambush happens the second your rat Druid steps ROCK trap, which does 2d6 damage (half on a successful DC 12
on top of the pillar- the point is to have him out of the start of the Dexterity check) to any player standing in the appropriate hallway.
battle. He’ll need to run back to the starting room (in either Rat or
Dwarven form). The doors cannot be lockpicked or forced open- they are magically
sealed and respond only to the keys.
Should the spiders be killed, they contain no loot. Upon leaving
this room, the players should discover another stone puzzle piece Should the players open the middle pathway’s normal door with
(WORD PUZZLE PIECE 3). the RED key, they find a small room that appears safe enough for
the players to take a short rest. Once they enter the room, GIVE
THE WIZARD HIS CHARACTER SHEET.
Upon leaving the room, the characters discover another stone puz-
zle piece (WORD PUZZLE PIECE 4).
room v: the coffin (barbarian) And thus ends the session.
Should your players wish to continue with their characters, you can
This room appears to be a hall of some size. In the center of the
work with them to develop their back stories, using the magical
great hall sits a stone sarcophagus, with a thick stone lid upon it.
scrolls as an tie into the actual gameplay.
Behind the coffin sits 6 statues, each wearing an identical set of
armor. Each statue is made of stone, and is sculpted to appear to be
wearing a necklace. Five of the necklaces each individually depict
a certain symbol (CLASS CIRCLES). Note that these necklaces the end (for now)
don’t “exist”- they’re just a part of the carving of the statue. The
middle statue- the one without a CLASS CIRCLE necklace- has
Thanks for playing! We hope you enjoyed D&D Amnesia: Forgot-
a large heart carved into it. Keep in mind that none of this should
ten and Forsworn, and look forward to hearing your thoughts on
be visible to the players unless they remove the armor from the
it. Please feel free to use this as a guideline for whatever you can
statues- it’s all covered beneath each cuirass.
imagine!
The sarcophagus lid is made of stone, and is extremely heavy. In or-
der for it to be moved, your Barbarian will need to pass a strength
check- it’s up to you to determine the difficulty needed so that only
he can achieve it. Once he does, GIVE THE BARBARIAN HIS
CHARACTER SHEET. WANT TO SUPPORT US?
Once the lid is moved, the coffin interior is revealed. In it is carved check us out at
a strange series of words, composing a poem (WORD PUZZLE).
In order to discover the clue, the players will need to arrange their WWW.TWOBATSGAMING.COM
previous WORD PUZZLE PIECES in the correct orientation to
reveal the message, which reads:
As soon as the players read this clue aloud, the armor on five of
the statues comes to life (ANIMATED ARMOR, MM pg 19) and
attacks the players. This will be a tough fight, and your players will
need to be careful!
First, the stone upon which the word puzzle is carved slides to the
side (it’s still visible), and beneath it is a series of round grooves
(CLASS PUZZLE)- more on this in a moment.
Upon doing so, the Heart-shaped panel on the final statue pops
open, revealing five scrolls within. Upon each scroll is written:
F AC DESCRIPTION
● +5 STR -1 INT
PRO
+2 14
STRENGTH +1 DEX +1 WIS
Shield
+3 ● +5 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 1 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Bludgeon. (in rage) Poison
17 Piercing (in rage)
Misc
Temporary Hit Points: Misc
Slashing (in rage)
DEXTERITY
Adv. on Strength saves in rage; +1 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
-1
0 Deception (Cha) +1 from Outlander Type of musical instrument
SENSES
BONDS
FLAWS
BACKGROUND FEATURE
Stonecunning:
Whenever I make an Intelligence (History) check related to the
origin of stonework, I am considered proficient in the History skill
and add double my proficiency bonus to the check, instead of my
normal proficiency bonus.
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
86 - 170 lb
HEAVILY ENCUMBERED
171 - 255 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 256 - 510 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
2 Cleric (Life Domain)
LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
+1 STR 0
PRO
INT
14 Armor Scale Mail
24 +2 13
STRENGTH -1 DEX ● +5 WIS
Shield
+1 +3 CON
RESISTANCES
● +3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
-1 Dex ● Medium Armor Heavy Armor
Magic
Poison
13 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. Poison -1 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
-1 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
0
+1 Deception (Cha) Common smith, brewer, or mason tools
+3 Survival (Wis)
12
Tool
SKILLS ACTIONS
DESCRIPTION
Darkvision 60 ft
SENSES
FLAWS
BACKGROUND FEATURE
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
66 - 130 lb
HEAVILY ENCUMBERED
131 - 195 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 196 - 390 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
1ST LEVEL
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (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
2 Druid (Circle of the Land)
LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
0 ● +3 INT
PRO
STR
11 Armor Leather
+2 14
STRENGTH +1 DEX ● +5 WIS
2 Shield Wooden
0 +3 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex Medium Armor Heavy Armor
Magic
Poison
10 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. Poison +1 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
INTELLIGENCE 0 Athletics (Str) Wild Shape (CR 1/4, no fly/swim; 1 hour) 2 SR LANGUAGES TOOLS & OTHERS
+1
-1 Deception (Cha) Common Herbalism kit
+1 History (Int) Druidic smith, brewer, or mason tools
SENSES
FLAWS
BACKGROUND FEATURE
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
51 - 100 lb
HEAVILY ENCUMBERED
101 - 150 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 151 - 300 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
1ST LEVEL
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (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
2 Rogue
LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
+2 STR ● +1 INT
PRO
11 Armor Leather
18 +2 13
STRENGTH ● +4 DEX +1 WIS
Shield
+2 +1 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
Poison
14 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. Poison +2 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
●● +6 Acrobatics (Dex) ● Light ● Medium
PRO
Heavy Shields
PRO
-1
● +4 Deception (Cha) Common Thieves' tools
-1 History (Int) Thieves' Cant Disguise kit
+1 Insight (Wis) Dwarvish Forgery kit
8
+2 Intimidation (Cha) smith, brewer, or mason tools
-1 Investigation (Int)
WISDOM
+1 Medicine (Wis)
+2
● +4 Sleight of Hand (Dex)
●● +6 Stealth (Dex)
+1 Survival (Wis)
14
● +4 Thieves' Tools (Dex)
SKILLS ACTIONS
BONDS
FLAWS
BACKGROUND FEATURE
Stonecunning:
Whenever I make an Intelligence (History) check related to the
origin of stonework, I am considered proficient in the History skill
and add double my proficiency bonus to the check, instead of my
normal proficiency bonus.
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
71 - 140 lb
HEAVILY ENCUMBERED
141 - 210 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 211 - 420 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
2 Evoker
LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
-1 STR ● +4 INT
PRO
10 Armor Unarmored
18 +2 12
STRENGTH +2 DEX ● +2 WIS
Shield
-1 +2 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
Poison
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. Poison +2 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)
PRO
Light Medium Heavy Shields
PRO
+2
+1 Deception (Cha) Common smith, brewer, or mason tools
+1 Persuasion (Cha)
CHARISMA ● +4 Religion (Int)
SENSES
BONDS
FLAWS
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY ENCUMBERED
81 - 120 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
1ST LEVEL
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.84 (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