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Name: Varis Siannodel Player: Jonathan Show extra features

3 Class: Monk (Way of the Open Hand)


Experience: 900 Add: Next level: 2.700
Background: Hermit Searching for spiritual enlightenment
LEVEL Race: Elf, High Size: Medium Height: Weight:
Gender: Hair: Bald Eyes: Skin: Pale
Age: Alignment: Chaotic Neutral Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Hide 2nd DC +3 Acrobatics (DEX)
Ability Save DC +3 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY PROFICIENCY +1 Arcana (INT)
11 STR 0 +2
BONUS +
8+
13
BONUS +
8+
11
Wis Int +2 Athletics (STR)
STRENGTH

Senses +1 Deception (CHA)


16 DEX +3 +5 +1 History (INT)
Proficiency
DEXTERITY
15 Passive Perception
Bonus +5 Insight (WIS)
12 CON +1 +1
Darkvision 60 ft
+1 Intimidation (CHA)
CONSTITUTION INSPIRATION
+1 Investigation (INT)

12 INT +1 +1 Limited Features SR LR Dawn +5 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +1 Nature (INT)

17 WIS +3 +3 Ki 3 SR +5 Perception (WIS)


WISDOM
+1 Performance (CHA)

12 CHA +1 +1 +1 Persuasion (CHA)


CHARISMA
+3 Religion (INT)
+3 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +3 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
+3 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +3 Initiative 3 + 40 ft 30 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
13 ARMOR
BONUS Unarmored Defense (Wis)
+

16
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
3 DEXTERITY MEDIUM ARMOR (MAX = 2) STEALTH
AC +
MOD HEAVY ARMOR (MOD = 0) DISADV.
HP Heal
DIE LIVE
3 × d8 + 1
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Unarmed Strike ✔ Dex Melee +5 1d4+3 Bludgeoning Attack / Cast a Spell


Dash / Disengage / Dodge

Dart ✔ Dex 20/60 ft +5 1d4+3 Piercing Escape Grapple / Help / Hide


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Finesse, thrown Ready / Search / Use Object


Overrun / Tumble (or as bonus action)
Quarterstaff ✔ Dex Melee +5 1d6+3 Bludgeoning
As 1 attack: Disarm / Grapple / Shove
Versatile (1d8)

BONUS ACTIONS REACTIONS USED THIS ROUND

Martial Arts (with Attack action) Opportunity Attack


Flurry of Blows (after Attack action) Deflect Missiles
Patient Defense
Step of the Wind
TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I am utterly serene, even in the face of disaster.

High Elf (+2 Dexterity, +1 Intelligence)


Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While IDEAL
meditating, I can dream after a fashion; such dreams are actually mental exercises that
Self-Knowledge: If you know yourself, there's nothing left to know. (Any)
have become reflexive through years of practice. After resting in this way, I gain the same
benefit that a human does from 8 hours of sleep, thus needing only 4 hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard spell list. Intelligence is my
BOND
spellcasting ability for it. I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Class Features FLAW


I am dogmatic in my thoughts and philosophy.
Monk (Way of the Open Hand), level 3:
◆ Martial Arts (Monk 1, PHB 78) [1d4]
Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike
With these, I can use Dex instead of Str and use the Martial Arts damage die Feats
When taking an Attack action with these, I get one unarmed strike as a bonus action
◆ Unarmored Defense (Monk 1, PHB 48)
FEAT:
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
◆ Ki (Monk 2, PHB 78) [3× per short rest]
I can spend ki to fuel special actions (see notes page)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
◆ Unarmored Movement (Monk 2, PHB 78) [+10 ft] FEAT:
Speed increases and eventually lets me traverse some surfaces without falling as I move
◆ Deflect Missiles (Monk 3, PHB 78) [1d10 + 3 + Dexterity modifier; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
◆ Hand Technique (Way of the Open Hand 3, PHB 79)
FEAT:
When I hit a creature with a Flurry of Blows attack I can do one of the following:
- It has to make a Dexterity save or be knocked prone
- It has to make a Strength save or I can push it up to 15 ft away from me
- It can't take reactions until the end of my next turn
FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with 5 Common clothes 2 3

Winter blanket 2 3 Scroll case with notes 2 1

Herbalism kit 2 3 Dart 1 0,25

Bedroll 7 Quarterstaff 1 4

Mess kit 1

Tinderbox 1

Torches 10 1

Rations, days of 10 2

Waterskin 5

Hempen rope, feet of 50 0,2

Background Feature
Wanderer
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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.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 71 SUBTOTAL 12,3

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
56 - STR × 5 111 - STR × 10 166 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Longbow, Longsword, Shortsword 83,4 lb
110 lb -10 FT SPEED
165 lb -D20 FT SPEED
ISADV. STR, DEX, CON
330 lb SPEED = 5 FT
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Poor
Common Pan Pipes 5 DAILY PRICE: 2 sp
Elvish Herbalism kit
GEMS AND OTHER VALUABLES:
Celestial
Dwarvish
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: Varis Siannodel

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Rules
Monk features:
Dash Action Gain your speed as extra movement for this turn.
◆ Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields
Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
Attack rolls from attackers you can see have disadvantage and you have
After taking the Attack action, I can make 2 unarmed attacks as a bonus action Dodge Action
advantage on Dex saving throws until the start of your next turn.
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point]
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
As a bonus action, I can take the Dodge action Escape Action
vs. grappler’s Str (Athletics) check.
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
Give an ally advantage on next ability check or attack roll vs. an opponent
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
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You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
With a free hand, give the grappled condition to an opponent that is
Grapple Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History

Character Portrait

Appearance

Enemies

Allies & Organizations


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Organization Symbol
CHARACTER: Varis Siannodel
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

High elf Spells Spell attack modifier: +3 Spellcasting ability


Spell save DC: 11 Intelligence

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267

Glossary of Abbreviations used in this Spell Sheet


(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell’s original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
1 rea 1 reaction Kn Known In the ‘Description’ column it means it can be centered on any point in space within the spell’s range
20 cu ft 20 cubic feet Me Memorized 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster
20 sq ft 20 square feet min Minute(s) all All creatures within the spell’s area Sources (‘B’ Column)
adv. Advantage obj Object(s) any Any creatures of your choosing that are within the spell’s area P Player’s Handbook
atk Attack obsc. Obscured cons. The material component is consumed by the spell R System Reference Document
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting S Sword Coast Adventure Guide
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting U Unearthed Arcana
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4); Spell Sheet 1/1 ©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

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