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Two Bats - Amnesia, Forgotten & Forsworn

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dungeons & dragons

amnesia: forgotten & forsworn

a single session module for


5 characters of second level

designed by two bats gaming


www.twobatsgaming.com

Introduction The amnesia mechanic


This module is designed as a single session playthrough for 5 play- As far as the story goes, things are pretty simple: tell your players
ers of second level- more importantly, five “new” characters, ones of they have no memories, and go from there. Mechanically speaking,
whom your players have no knowledge; however, with a bit of work however, you’ll have a bit of work on your hands. Luckily, you have
it could easily be modified to work with other player counts/levels. a bit of flexibility in taking on the setup of an amnesia session.
There’s three main considerations: how much info the players will
The “theme” of this one-shot is simply stated: your players will begin with, how they can discern more info about themselves, and
have amnesia. The level to which this will affect them is up to the how you’ll present them with the info they gain.
DM; you can have them completely in the dark, knowing nothing
beyond what their eyes can see in the opening scene. Conversely, What follows is a description of what we went with; ultimately it’s
you may choose to give them some amount of details to spur on up to you as a DM to tweak things as appropriate to your players.
gameplay. We’ll discuss various options for this consideration in a Veterans of D&D will have a much easier time figuring out their
bit. stats when compared to fresh-faced newbies; consider your players’
familiarity with the mechanics of D&D when deciding how far to
In any case, some amount of your PC’s memories will be absent. As take the amnesia concept.
such, there is a catch: Your players must begin with “fresh” charac-
ters- and furthermore, they will have no knowledge whatsoever of
any of their character’s details. In fact, they’ll all be starting with 1. PLAYERS START WITH BLANK SHEETS
blank character sheets. Speaking of which, let’s get into the ideas
behind the scenario. If your players have no memories, it makes mechanical sense that
they won’t know what their abilities are- both in terms of skills, and
The amnesia story in terms of attack/magic.
Before we hop into the rules, a bit of discussion. It’s probably
We revealed two pieces of information to our characters: first, their
obvious that there are endless ways to handle the concept of for-
race. For most races in D&D, this would be immediately discern-
gotten memories in D&D; the concept lends itself well to a highly
ible through vision, so might as well handle it up front. For our
involved, story driven campaign that spans many sessions; each
session, we wanted to avoid giving clues as to our characters’ roles,
session leaking a bit of info back to the players.
so we made them all dwarves. However, you could use it as an
opportunity to subvert player expectations; wait till the Half-Orc
We, however, took a bit of a different route, born somewhat out
who’s been trying to punch everything in the face finds out he’s a
of necessity. Our original playthrough of this module was filmed
wizard!
as part of our “Drink & Die” YouTube series; each episode of this
series focuses on a single session from a different RPG publication.
Secondly, their level (in our session, second level). If players aren’t
Therefore, we had to design it to be containable within a single
certain of their level, it will most likely lead to a large amount of
play session.
time spent trying certain things that aren’t possible- i.e., casting 4th
level spells when they’re a level 2 wizard. As such, we believe start-
To be honest, this isn’t the ideal way we’d play an amnesia-focused
ing your PC’s off at low level and letting them know that is wise.
campaign. As mentioned above, the concept almost implies a slow
We went with second level as that’s the point at which classes start
drip of memories returning to characters- something not really
to get some definition in Fifth edition D&D. At level one, you’re
possible in a one-shot.
all formless blobs of potential.
Therefore, it’s probably best to consider this module more as a
What this means for you as a DM is that you will create the
proof of concept rather than a “perfect” implementation of the am-
player’s characters (at least from a character sheet/stats prospective)
nesia theme. While it’s completely possible to play this module as
prior to the session, and the players cannot see these sheets (until
a full-on one shot, we’re looking to inspire other players to expand
the right moment, anyways).
upon the idea- consider this a starting point. Someone suggested
the idea, and we threw it together over a weekend.
2. SELF DISCOVERY THROUGH DICE 4. A NOTE ABOUT MAGIC

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.

3. SELF DISCOVERY THROUGH STORY

Conversely, letting players discover their abilities through the story-


through the gameplay- can be just as rewarding. We attempted to
create a good blend of the two for this session.

The primary inspiration we drew upon was the idea of class-based


puzzles, that when solved, would give the appropriate player some
amount of information about their abilities. These can be fairly
simple- the rogue lockpicks an important door, give him some
info about his skills- or they can be more complicated. Just see the
rooms in the module for more examples.

For the purposes of our one-shot session, we designed a number of


puzzle “rooms”, each requiring a solution that relates somehow to
a particular classes’ ability. For instance, one room had a statue that
needed to be illuminated by a cleric’s Light spell in order to reveal
the path forward.
a note about metagaming preparing for the session
There’s no real way around it- a fair bit of metagaming is going to 1. CREATING THE CHARACTERS
happen in an Amnesia setting. When your players don’t know their
stats, it’s only natural that they will use the D&D ruleset as a tool The DM will need to create five characters. For the purposes of this
to figure out what those stats are. module, all five will be:
Dwarven (either Hill or Mountain as appropriate)
Now, there are DMs who take little issue with metagaming, and Level 2
there are DMs who can’t stand it. We can’t tell where on that spec-
trum you fall, so perhaps let us offer a bit of our viewpoint: You will need to create the following classes:
Barbarian, Cleric, Druid, Rogue, Wizard
Enjoy the metagame. It’s hilarious to watch your players struggle to
figure out what they’re capable of, and seeing them get it wrong is You’re welcome to choose appropriate spells for magic users as
half the pleasure! necessary, but the Cleric MUST have the Light Spell, and your
Wizard must be capable of casting Comprehend Languages.
By all means, it’s your session, so you’re welcome to take whatev-
er steps you deem appropriate to either encourage or restrict the DO NOT SHOW THESE SHEETS TO YOUR PLAYERS!
metagaming, but if your purpose is to eliminate it? Well, then
Amnesia mode might not be the best choice. 2. PREPARE THE PROPS
And please note that we’re referring moreso to this specific one- We’ve included a number of “props” for use with the puzzles in
shot. Should you choose to adapt it to a long-form campaign, game. Their use is explained in the dungeon overview.
then we would agree that some restrictions on metagaming would
be appropriate. But as for the one-shot? Sit back, relax, and enjoy
knowing what your players don’t while watching them struggle to 3. GIVE YOUR PLAYERS BLANK SHEETS
figure it out.
Each player should receive a blank character sheet. If you choose to
That being said, also keep in mind that we at TwoBats are great share any information before beginning, inform them.
proponents of the idea that any RPG session is a cooperative
experience between all involved. If you’re a DM who treats your
4. EXPLAIN THE AMNESIA MECHANICS
campaign as “your game” and the players are just along for the
Experienced players should have little trouble figuring out how
ride- or even worse, that you are their “enemy”, then that’s fully
things work, but if you’re working with rookies, it would be wise to
your choice. While we respect it, and there’s definitely some fun in
explain in detail how skill tests/modifiers/etc work so they’ll have a
campaigns wherein the DM is out for blood, we do believe it will
fighting chance.
lead to difficulties in this type of session.
We do recommend against playing this as a first-time experience;

watch us play it it’s designed with seasoned players in mind.

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.

And finally, be willing (and ready) to adjust things on the fly. We


don’t promise this is a perfect system, and if your session goes
anything like ours, you’ll need to adjust things as necessary. No
worries, it’s all about making the best session possible for both you
and your players!
The Scenario strange circumstance- you can’t remember a damn thing about any-
thing. Who are you? What are you doing here? What hour, what day,
room i: the prison (rogue) what year is it? And more importantly, who are these four strangers in
this cell with you?
All 5 Players awaken in a single cell. The cell next to them contains
a body (Human NPC, but can become ZOMBIE). The Prison One thing’s for certain, though: it’s highly unlikely you’ll find answers
is also occupied by a Guard (BUGBEAR) and his assistant (KO- to these questions in this cesspool of a prison cell. If you want answers,
BOLD). you’ll need to find a way out.

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:

THE NECKLACE WAKES THE STATUE HEART


THE ORDER COMES FROM YOUR PATH

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!

Once the armor is defeated, two things happen:

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.

Secondly, the stone carved necklaces on the five statues materialize


into being, revealing five individual necklaces (CLASS CIRCLES).
Give these circles to your players. Each circle represents one of the
five classes of your players.

In order to solve the CLASS PUZZLE, your players will need to


insert the CLASS CIRCLES into the CLASS PUZZLE slots in the
correct order (from left to right):

ROGUE, CLERIC, DRUID, WIZARD, BARBARIAN


This represents the order of the rooms they have come through.

Upon doing so, the Heart-shaped panel on the final statue pops
open, revealing five scrolls within. Upon each scroll is written:

“Congratulations on passing the test. We knew you would.


This scroll has power- it is a story. Your story. That which you write
upon it is the truth.”
2 Barbarian
LEVEL & CLASS PLAYER NAME

Outlander Dwarf, Mountain 300 900


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +5 STR -1 INT
PRO

13 Armor Unarmored Defense (Con)

+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

+1 Adv. vs. Poison; Adv. on Dex saves


vs. seen effects
CURRENT HIT POINTS INITIATIVE
INSPIRATION

13 SUCCESSES LEVEL DIE USED ENCUMBERED


2 d12+3 25 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


25 ft SAVE DC

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

16 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) Rage (+2 melee damage) 2 LR
INTELLIGENCE ● +5 Athletics (Str)
LANGUAGES TOOLS & OTHERS

-1
0 Deception (Cha) +1 from Outlander Type of musical instrument

-1 History (Int) Common smith, brewer, or mason tools

+1 Insight (Wis) Dwarvish


8
● +2 Intimidation (Cha)
-1 Investigation (Int)
WISDOM
+1 Medicine (Wis)

+1 -1 Nature (Int) LIMITED FEATURES PROFICIENCIES


● +3 Perception (Wis)
12 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) Rage (start/stop)


CHARISMA -1 Religion (Int)

0 +1 Sleight of Hand (Dex)


+1 Stealth (Dex)
● +3 Survival (Wis)
10
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Greataxe ✔ Str Melee +5 1d12+3 Slashing


Heavy, two-handed
DESCRIPTION
Darkvision 60 ft

SENSES

NAME TOTAL NAME TOTAL

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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
Barbarian, level 2:
dz Rage (Barbarian 1, PHB 48) [+2 melee damage, 2× per long rest]
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min
Adv. on Strength checks/saves (not attacks); resistance to bludgeoning/piercing/slashing
Stops if I end turn without attacking or taking damage since last turn, or unconscious
dz Unarmored Defense (Barbarian 1, PHB 48) PERSONALITY TRAITS
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
dz Danger Sense (Barbarian 2, PHB 48)
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated)
dz Reckless Attack (Barbarian 2, PHB 48)
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn IDEALS

BONDS

FLAWS

Feature Name: Wanderer

I have an excellent memory for maps and geography, and I can


always recall the general layout of terrain, settlements, and other
features around me. In addition, I can find food and fresh water for
myself and up to five other people each day, provided that the land
offers berries, small game, water, and so forth.

BACKGROUND FEATURE

Mountain Dwarf (+2 Strength, +2 Constitution)

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.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

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

Acolyte Dwarf, Hill 300 900


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER 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

-1 CURRENT HIT POINTS INITIATIVE


INSPIRATION

8 SUCCESSES LEVEL DIE USED ENCUMBERED


2 d8+3 25 ft

CONSTITUTION SAVING THROWS FAILURES


25 ft 13 ABILITY
SAVE DC
WISDOM

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
-1 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

16 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
0 Arcana (Int) Channel Divinity 1 SR Battleaxe, Warhammer
INTELLIGENCE +1 Athletics (Str)
LANGUAGES TOOLS & OTHERS

0
+1 Deception (Cha) Common smith, brewer, or mason tools

● +2 History (Int) +2 from Acolyte


● +5 Insight (Wis) Dwarvish
10
+1 Intimidation (Cha)
0 Investigation (Int)
WISDOM
● +5 Medicine (Wis)

+3 0 Nature (Int) LIMITED FEATURES PROFICIENCIES


+3 Perception (Wis)
16 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) Channel Divinity: Preserve Life


CHARISMA ● +2 Religion (Int) Channel Divinity: Turn Undead

+1 -1 Sleight of Hand (Dex)


-1 Stealth (Dex) [disadv.]

+3 Survival (Wis)
12
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Mace ✔ Str Melee +3 1d6+1 Bludgeoning

DESCRIPTION
Darkvision 60 ft

SENSES

NAME TOTAL NAME TOTAL

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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
Cleric (Life Domain), level 2:
dz Bonus Proficiency (Life Domain 1, PHB 60)
I gain proficiency with heavy armor
dz Disciple of Life (Life Domain 1, PHB 60)
When I use a spell that restores hit points, it restores an additional 2 + spell level
dz Spellcasting (Cleric 1, PHB 58) [3 cantrips known] PERSONALITY TRAITS
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus
I can cast my prepared cleric spells as rituals if they have the ritual tag
dz Channel Divinity (Cleric 2, PHB 58) [1× per short rest]
I can channel divine energy to cause an effect; the save for this is my cleric spell DC IDEALS
dz Channel Divinity: Preserve Life (Life Domain 2, PHB 60) [10 hit points]
As an action, I can heal any creature within 30 ft of me up to half their maximum HP
I divide the number of hit points among the creatures as I see fit
dz Channel Divinity: Turn Undead (Cleric 2, PHB 59)
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
BONDS
If an undead fails this save, it is turned for 1 minute or until it takes any damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds

FLAWS

Feature Name: Shelter of the Faithful

I command the respect of those who share my faith. I can perform


the religious ceremonies of my faith. My companions and I can
expect free healing and care at an establishment of my faith, though
I must provide any material components needed for spells. Those
who share my religion will support me at a modest lifestyle.

BACKGROUND FEATURE

Hill Dwarf (+2 Constitution, +1 Wisdom)

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.

Dwarven Toughness: My hit point maximum increases by 1 for every


level I have.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

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

CLERIC SPELLS Wisdom 5 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL 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
AT
WILL 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
AT
WILL Spare the Dying 1 living creature with 0 current hp becomes stable — Necro 1a Touch V,S Instantaneous P 277

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
) Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+2/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu — Trans 1a 30 ft V,S,M Instantaneous P 229
) Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275

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

Hermit Dwarf, Hill 300 900


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER 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

+1 CURRENT HIT POINTS INITIATIVE


INSPIRATION

13 SUCCESSES LEVEL DIE USED ENCUMBERED


2 d8+3 25 ft

CONSTITUTION SAVING THROWS FAILURES


25 ft 13 ABILITY
SAVE DC
WISDOM

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

16 ● +5 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
+1 Arcana (Int) Natural Recovery (1 level spell slots) 1 LR Battleaxe, Club, Dagger, Dart, Handaxe, Javelin, Light Hammer, Mace, Quarte

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

+3 Insight (Wis) +1 from Hermit


12
-1 Intimidation (Cha) Dwarvish
+1 Investigation (Int)
WISDOM
● +5 Medicine (Wis)

+3 +1 Nature (Int) LIMITED FEATURES PROFICIENCIES


+3 Perception (Wis)
16 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) Wild Shape (start) Wild Shape (end)


CHARISMA ● +3 Religion (Int)

-1 +1 Sleight of Hand (Dex)


+1 Stealth (Dex)
● +5 Survival (Wis)
8
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Scimitar ✔ Dex Melee +3 1d6+1 Slashing


Finesse, light
DESCRIPTION
Darkvision 60 ft

SENSES

NAME TOTAL NAME TOTAL

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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
Druid (Circle of the Land), level 2:
dz Druidic (Druid 1, PHB 66)
I know Druidic; Hidden messages with it can only be understood by who know Druidic
dz 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
dz Bonus Cantrip (Circle of the Land 2, PHB 68)
I know one additional druid cantrip of my choice
dz Natural Recovery (Circle of the Land 2, PHB 68) [1 level spell slots, 1× per long rest]
After a short rest, I can recover a number of 5th-level or lower spell slots IDEALS
dz Wild Shape (Druid 2, PHB 66) [CR 1/4, no fly/swim; 1 hour, 2× per short rest]
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
- 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
BONDS
- I can't cast spells in beast form, but transforming doesn't break concentration
- 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
- I revert if out of time or unconscious; if KOd by damage, excess damage carries over

FLAWS

Feature Name: Discovery

The quiet seclusion of my extended hermitage gave me access to a


unique and powerful discovery. The exact nature of this revelation
depends on the nature of my seclusion. It might be a great truth, a
hidden site, a long forgotten fact, or unearthed some relic of the
past that could rewrite history.

BACKGROUND FEATURE

Hill Dwarf (+2 Constitution, +1 Wisdom)

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.

Dwarven Toughness: My hit point maximum increases by 1 for every


level I have.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

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

DRUID SPELLS Wisdom 5 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Druidcraft Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect — Trans 1a 30 ft V,S Instantaneous P 236
AT
WILL 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
AT
WILL Thorn Whip Melee spell attack for 1d6 Piercing dmg and pull crea 10 ft to you; +1d6 at CL 5, 11, and 17 — Trans 1a 30 ft V,S,M Instantaneous P 282

1ST LEVEL

ME 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
Beast Bond Telepathic link with 1 beast Int<4 while in line of sight; beast has adv. on attacks vs. crea you can see — Div 1a Touch V,S,M Conc, 10 min E 15
Charm Person 1+1/SL humanoids save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
Create or Destroy Water Create/destroy 10+2/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu — Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M 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
Entangle 20-ft square save or restrained; Str check vs. Spell DC to escape; for duration area is difficult terrain Str Conj 1a 90 ft V,S Conc, 1 min P 238
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it — Conj 1a 120 ft V,S Conc, 1 h P 243
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
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous E 19
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,M 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
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
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282

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

Charlatan Dwarf, Mountain 300 900


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER 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

+2 CURRENT HIT POINTS INITIATIVE


INSPIRATION

15 SUCCESSES LEVEL DIE USED ENCUMBERED


2 d8+1 25 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


25 ft SAVE DC

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
●● +6 Acrobatics (Dex) ● Light ● Medium

PRO
Heavy Shields
PRO

12 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
-1 Arcana (Int) Battleaxe, Hand Crossbow, Longsword, Rapier, Shortsword, Warhammer

INTELLIGENCE +2 Athletics (Str)


LANGUAGES TOOLS & OTHERS

-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)

+1 -1 Nature (Int) LIMITED FEATURES PROFICIENCIES


+1 Perception (Wis)
13 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +4 Persuasion (Cha) Cunning Action


CHARISMA -1 Religion (Int)

+2
● +4 Sleight of Hand (Dex)
●● +6 Stealth (Dex)
+1 Survival (Wis)
14
● +4 Thieves' Tools (Dex)
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Shortsword ✔ Str Melee +4 1d6+2 Piercing


Finesse, light; Sneak attack 1d6
DESCRIPTION
Darkvision 60 ft
Shortbow ✔ Dex 80/320 ft +4 1d6+2 Piercing
Ammunition, two-handed; Sneak attack 1d6
SENSES

NAME TOTAL NAME TOTAL


Arrows

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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
Rogue, level 2:
dz Expertise (Rogue 1, PHB 96) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
dz Sneak Attack (Rogue 1, PHB 96) [1d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
dz Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
dz Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
IDEALS

BONDS

FLAWS

Feature Name: False Identity

I have created a second identity that includes documentation,


established acquaintances, and disguises that allow me to assume
that persona. Additionally, I can forge documents, including official
papers and personal letters, as long as I have seen an example of
the kind of document or the handwriting I am trying to copy.

BACKGROUND FEATURE

Mountain Dwarf (+2 Strength, +2 Constitution)

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.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

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

Sage Dwarf, Hill 300 900


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER 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 CURRENT HIT POINTS INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


2 d6+2 25 ft

CONSTITUTION SAVING THROWS FAILURES


25 ft 12 ABILITY
SAVE DC
INTELLIGENCE

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex)

PRO
Light Medium Heavy Shields
PRO

15 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +4 Arcana (Int) Arcane Recovery (1 level of spell slots) 1 LR Battleaxe, Dagger, Dart, Handaxe, Light Crossbow, Light Hammer, Quartersta

INTELLIGENCE -1 Athletics (Str)


LANGUAGES TOOLS & OTHERS

+2
+1 Deception (Cha) Common smith, brewer, or mason tools

● +4 History (Int) Dwarvish


0 Insight (Wis) +2 from Sage
15
+1 Intimidation (Cha)
● +4 Investigation (Int)
WISDOM
0 Medicine (Wis)

0 +2 Nature (Int) LIMITED FEATURES PROFICIENCIES


0 Perception (Wis)

11 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha)
CHARISMA ● +4 Religion (Int)

+1 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
0 Survival (Wis)
12
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Quarterstaff ✔ Str Melee +1 1d6-1 Bludgeoning


Versatile (1d8)
DESCRIPTION
Darkvision 60 ft

SENSES

NAME TOTAL NAME TOTAL

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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
Evoker, level 2:
dz Arcane Recovery (Wizard 1, PHB 115) [1 level of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
dz Spellcasting (Wizard 1, PHB 114) [3 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus PERSONALITY TRAITS
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
dz Evocation Savant (School of Evocation 2, PHB 117)
I halve the gp and time needed to copy evocation spells into my spellbook
dz Sculpt Spells (School of Evocation 2, PHB 117)
If I cast an evocation spell affecting others I can see, I can protect 1 + the spell's level IDEALS
The chosen automatically succeed on their saving throws vs. the spell
They also take no damage if the spell would normally deal half damage on a save

BONDS

FLAWS

Feature Name: Researcher

When I attempt to learn or recall a piece of lore, if I do not know


that information, I often know where and from whom I can obtain it.
Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Unearthing
the deepest secrets of the multiverse can require an adventure or
even a whole campaign.
BACKGROUND FEATURE

Hill Dwarf (+2 Constitution, +1 Wisdom)

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.

Dwarven Toughness: My hit point maximum increases by 1 for every


level I have.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

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

EVOKER SPELLS Intelligence 4 +4 DC 12


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 — Evoc 1a 120 ft V,S Instantaneous P 241
AT
WILL Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
AT
WILL Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Magic Missile 3+1/SL darts hit creature(s) you can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous P 257
Silent Image 15-ft cube illusion includes visible; 1 a move it; Int(Investigation) check vs. spell DC; see book — Illus 1a 60 ft V,S,M Conc, 10 min P 276
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282
Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
Charm Person 1+1/SL humanoids save or charmed; crea adv. on save if you or your allies are fighting it Wis Ench 1a 30 ft V,S 1h P 221
Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1a Touch V,S,M 8 h (D) P 256
Sleep 20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea — Ench 1a 90 ft V,S,M 1 min P 276

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

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