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Luna - Level 9

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9 Warlock (the Archfey) 2, Wild Mage 7 Quaiato


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

Sage Changeling 48,000 Add: 64,000


BACKGROUND Librarian RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR 0
PRO

INT
12 Armor Studded Leather

46 +4 16
Set Max HP
STRENGTH +2 DEX ● +5 WIS
1 Shield Cloak

-1 +1 CON
RESISTANCES
● +9 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

1 Magic
9 Misc
Temporary Hit Points: 7 Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

15 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
2 d8+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


7 d6+1
30 ft 17 ABILITY
SAVE DC
CHARISMA

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light

PRO
Medium Heavy Shields
PRO

13 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial Other Weapons:
● +4 Arcana (Int) > Fey Presence 1 SR
INTELLIGENCE -1 Athletics (Str) > Tides of Chaos 1 LR LANGUAGES TOOLS & OTHERS

0
● +9 Deception (Cha) > Sorcery Points 7 LR 2 Common
● +4 History (Int) > Demonic
+1 Insight (Wis) VARINHA MAGIC MISSILE 6 LR Draconic
11
>
● +9 Intimidation (Cha) > AMULETO INFERNAL 1 Dwarvish
● +4 Investigation (Int) > Elvish
WISDOM
+1 Medicine (Wis) >

+1 ● +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+1 Perception (Wis)
13 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) > Fey Presence Font of Magic < Hellish Rebuke <

CHARISMA 0 Religion (Int) > Shapechanger Quickened Spell (2 SP) < Silvery Barbs <

+5 +2 Sleight of Hand (Dex) > < Bend Luck (2 sorcery points) <

+2 Stealth (Dex) > < <

+1 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Eldritch Blast ✔ Cha 120 ft +9 2×1d10+5 Force


>
Each d10 is a separate beam requiring separate rolls
DESCRIPTION

Fire Bolt ✔ Cha 120 ft +9 2d10 Fire


>
Unattended flammable objects ignite
SENSES Dagger ✔ Dex Melee, 20/60 ft +6 1d4+2 Piercing
>
Finesse, light, thrown
NAME TOTAL NAME TOTAL
Frostbite ✔ Cha 60 ft DC 17 2d6 Cold
>
Reload Reload Con save, success - no damage, fail - also disadv. on next weapon attack roll in next turn; 1 creature

Shocking Grasp ✔ Cha Melee +9 2d8 Lightning


>
Advantage if target is wearing metal armor, target cannot take reactions until its next turn
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Warlock (the Archfey), level 2:
◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 3 spells known; 2× 1st-level spell slot]
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my warlock spells
I regain these spell slots on a short rest
◆ Fey Presence (the Archfey 1, PHB 109) [1× per short rest] PERSONALITY TRAITS
As an action, all creatures in a 10-ft cube around me must make a Wisdom save
If failed, they're all charmed or frightened (my choice) until the end of my next turn
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known]
Use the "Choose Feature" button above to add Eldritch Invocations to the third page
Whenever I gain a warlock level, I can replace an invocation I know with another IDEALS

Wild Mage, level 7:


◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 8 spells known]
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my sorcerer spells
BONDS
◆ Tides of Chaos (Wild Magic 1, PHB 103) [1× per long rest]
I can gain advantage on either one attack roll, ability check, or saving throw
After I cast a 1st-level or higher sorcerer spell, the DM can impose a Wild Magic Surge
After I roll on the Wild Magic Surge table, I regain my use of Tides of Chaos
◆ Wild Magic Surge (Wild Magic 1, PHB 103)
FLAWS
Wild Magic Surges can happen 5% of the time that I cast a sorcerer spell
This doesn't happen with cantrips and I only take this chance if the DM tells me to
Metamagic can't affect spells cast because of the surge, but they require no concentration
See the "Notes" page for the table Feature Name: Researcher
◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 7× per long rest]
When I attempt to learn or recall a piece of lore, if I do not know
As a bonus action, I can use sorcery points to create spell slots and vice versa
that information, I often know where and from whom I can obtain it.
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
Usually, this information comes from a library, scriptorium,
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows:
university, or a sage or other learned person or creature. Unearthing
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points
the deepest secrets of the multiverse can require an adventure or
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
even a whole campaign.
◆ Metamagic (Sorcerer 3, PHB 101) [2 known]
BACKGROUND FEATURE
Use the "Choose Feature" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
◆ Bend Luck (Wild Magic 6, PHB 103) [2 sorcery points] Changeling (+2 Charisma and +1 to one other ability score of my
As a reaction, I can add/subtract 1d4 from another's attack roll, ability check, or save choice)
Shapechanger: As an action, I can change my appearance and voice
to or from a humanoid-shaped form I have seen, not changing my
equipment. I determine the specifics of the form like hair length, eye
color, and sex. I can adjust my height and weight, but not so much
that my size changes. I revert back when I die. I can make myself
appear as a member of another race, though none of my game
statistics change.

CLASS FEATURES RACIAL TRAITS

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


CP
> Ink, 1 ounce bottle of 1 > > Common clothes 3
> Ink pen (quill) > > Belt pouch (with coins) 1
> Small knife 0.5 > > Studded Leather armor 13 SP
> Letter from dead colleague > > Dagger 1 1
> > >
EP
> > >
> > >
>
>
>
>
>
>
10 GP

> > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
18.7 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
46 - 90 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
135 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 0.5 SUBTOTAL SUBTOTAL 18 136 - 270 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
◆ Fiendish Vigor (Eldritch Invocation, PHB 111)
I can cast False Life on myself at will, without using a spell slot or material components > FEAT:

◆ Agonizing Blast (Eldritch Invocation, PHB 110)


I can add my Charisma modifier to every hit with my Eldritch Blast cantrip
◆ Additional Warlock Spells (Optional Warlock 1, TCoE 70)
◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points]
If the spell has a casting time of 1 action, I can cast it as a bonus action
◆ Twinned Spell (Metamagic Option, PHB 102) [1 sorcery point per spell level, minimum 1]
If spell/cantrip has a target of one and not self, I can aim it at second target within range > FEAT:

DOENÇA:
- TOTAL 3
- STR +1 > FEAT:
- DEX + 1
- CON
- INT
- WIS +1
- CHA

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Medium
LUNA
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

LUNA OF 6
SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack for 2 beam(s), each 1d10+5 Force dmg; beams can be combined or split — Evoc 1a 120 ft V,S Instantaneous P 237
> Toll the Dead 1 crea save or 2d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL False Life I gain 1d4+4 temporary hit points for the duration — Necro 1a Self V,S 1h P 239
> Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
> Hex 1 crea +1d6 Necrotic dmg from my atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251
> 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

WILD MAGE SPELLS Charisma +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Fire Bolt Spell attack for 2d10 Fire dmg; unattended flammable objects ignite — Evoc 1a 120 ft V,S Instantaneous P 241
> 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
> Message 1 crea I point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
> Ray of Frost Spell attack for 2d8 Cold dmg and -10 ft speed until start of my next turn — Evoc 1a 60 ft V,S Instantaneous P 271
> Shocking Grasp Spell attack, adv. if metal armor, 2d8 Lightning dmg, no rea 1 turn — Evoc 1a Touch V,S Instantaneous P 275

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) — Evoc 1a 90 ft V,S,Mƒ Instantaneous P 221
> Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Charisma check (+5) — Abjur 1a 120 ft V,S Instantaneous P 234
> Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250
> Lightning Bolt 100-ft long 5-ft wide all 8d6+1d6/SL Lightn. dmg; save halves; unattended flammable obj ignite Dex Evoc 1a S:100-ft line V,S,M Instantaneous P 255
> Slow 6 crea in 40-ft cube save or half spd, -2 AC, -2 Dex saves, no rea, only 1 a or bns a, 1 atk; see book Wis Trans 1a 120 ft V,S,M Conc, 1 min P 277

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible — Illus 1a Touch V,S Conc, 1 min P 246

(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SJ Spelljammer: Adventures in Space
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area SR System Reference Document
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting T Tasha’s Cauldron of Everything
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting UA Unearthed Arcana
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware W Explorer’s Guide to Wildemount
up to 1 minute X Xanathar’s Guide to Everything
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.6 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); 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 v13.1.6 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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