Hal

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Name: Hal, the unboxer Player:


7 Class: Necromancer
Experience: 23.000 Add: Next level: 34.000
Background: Guild Artisan Alchemists and apothecaries
LEVEL Race: Human Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +1 Acrobatics (DEX)
Ability Save DC 0 Animal Handling (WIS)
+3
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +6 Arcana (INT)
8 STR -1 -1
BONUS +
8+
14
Int -1 Athletics (STR)
STRENGTH

Senses +4 Deception (CHA)


13 DEX +1 +1 +3 History (INT)
Proficiency
DEXTERITY
10 Passive Perception
Bonus +3 Insight (WIS)
16 CON +3 +3 +1 Intimidation (CHA)
CONSTITUTION INSPIRATION
+6 Investigation (INT)

17 INT +3 +6 Limited Features SR LR Dawn 0 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +3 Nature (INT)

10 WIS 0 +3 Arcane Recovery (4 levels of spell slots) 1 LR 0 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
Sorcery Points 2 LR +1 Performance (CHA)

12 CHA +1 +1 +4 Persuasion (CHA)


CHARISMA
+3 Religion (INT)
+1 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +1 Stealth (DEX)
0 Survival (WIS)
+6 Tool alchemist (INT)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+1 1 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
13 ARMOR
BONUS Mage Armor
+

14
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 1
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 51 Heal
DIE LIVE
7 × d6 + 3
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

Quarterstaff ✔ Str Melee +2 1d6-1 Bludgeoning Attack / Cast a Spell


Versatile (1d8) Dash / Disengage / Dodge
Escape Grapple / Help / Hide
Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4)

Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

BONUS ACTIONS REACTIONS USED THIS ROUND

Quickened Spell Opportunity Attack

TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits
Human (+1 to two different ability scores of my choice)

IDEAL
Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.


BOND

Choose Feature
Class Features FLAW

Necromancer, level 7:
◆ Arcane Recovery (Wizard 1, PHB 115) [4 levels 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
◆ Spellcasting (Wizard 1, PHB 114) [4 cantrips known] Feats
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus for my wizard spells Metamagic Adept Human bonus feat [TCoE 80]
FEAT:
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
I learn two Metamagic options from the sorcerer class (2nd page "Choose Feature" button).
◆ Grim Harvest (School of Necromancy 2, PHB 118)
I can use only one option on a spell unless it says otherwise. I gain 2 sorcery points, which I
Once per turn, when I kill something with a 1st-level or higher spell, I regain hit points
can only use for Metamagic. I regain all expended sorcery points when I finish a long rest. I
The number of hit points regained is 2× the spell's level (or 3× with necromancy spells)
can change one Metamagic option whenever I gain an Ability Score Improvement.
This doesn't occur for constructs/undead FEAT:
◆ Necromancy Savant (School of Necromancy 2, PHB 118)
I halve the gp and time needed to copy necromancy spells into my spellbook
◆ Undead Thralls (School of Necromancy 6, PHB 119)
I add Animate Dead to my spellbook and can have an additional target when casting it
Undead created by my necromancy spells have the following benefits:
FEAT:
They add my proficiency bonus to damage and my wizard level to their HP maximums

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with: 5 Traveler's clothes 4

- Bedroll 7 Belt pouch (with coins) 1

- Mess kit 1

- Tinderbox 1

- Torches 10 1

- Rations, days of 10 2

- Waterskin 5

- Hempen rope, feet of 50 0,2

- Staff arcane focus 4

- Set of artisan's tools


- Letter of introduction from guild

Background Feature
Guild Membership
5 gp membership fees per month: The guild offers lodging if possible. In case of being
accused of a crime, the guild will support me if a good case can be made for my innocence
or the crime is justifiable. I can also gain access to powerful political figures through the
guild, as long as I'm in good standing and the guild is paid enough.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 63 SUBTOTAL 5

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY


HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
41 - STR × 5 STR × 15STR × 10 121 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Dagger, Dart, Light crossbow, Quarterstaff, Sling 80 lb 120 lb
-10 FT SPEED -20 FT SPEED
240 lb SPEED = 5 FT 68,3 lb
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Comfortable
Common Artisan's tools 15 DAILY PRICE: 2 gp
from Human
GEMS AND OTHER VALUABLES:
from Guild Artisan (background)

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Hal, the unboxer

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
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

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.
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. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
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.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
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. MAGIC ITEM: ATTUNED
Unconscious
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 Extra Equipment


GEAR # LBS GEAR # LBS
◆ Cantrip Formulas (Optional Wizard 3, TCoE 76)
I have scribed arcane formulas in my spellbook with which I formulate cantrips in my mind
Whenever I finish a long rest, I can use this to change a wizard cantrip I know for another
◆ Dunamancy Spells (Optional Wizard 1, EGtW 186)
All dunamancy spells are added to the wizard spell list, each still pending DM's approval
◆ 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
◆ 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

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Hal, the unboxer
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Spells to prepare: 10
Necromancer Spell attack modifier: +6 Spellcasting ability
Spell save DC: 14 Intelligence

Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Chill Touch Spell attack for 2d8 Necrotic dmg; can't regain hp; undead dis. atks vs. me — Necro 1a 120 ft V,S 1 rnd P 221
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 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
AT
WILL 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
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
Cause Fear 1+1/SL crea (not construct/undead), each max 30 ft apart, save or frightened; save end of each turn Wis Necro 1a 60 ft V Conc, 1 min X 151
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
Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
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
Magic Missile 3+1/SL darts hit creature(s) I can see for 1d4+1 Force dmg per dart — Evoc 1a 120 ft V,S Instantaneous P 257
Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S 1 rnd P 275
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
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
Melf's Acid Arrow Spell attack for 4d4+1d4/SL Acid dmg and 2d4+1d4/SL next turn; on miss half dmg, no next turn — Evoc 1a 90 ft V,S,M Instantaneous P 259
Misty Step I teleport 30 feet to a unoccupied space I can see — Conj 1 bns Self V Instantaneous P 260

3rd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Animate Dead Turn corpses into 2+2/SL Skeletons or Zombies; control for 24h; bns a command within 60 ft — Necro 1 min 10 ft V,S,M Instantaneous P 212
Counterspell Stop a spell being cast; if above SL of this spell, make DC 10+SL Intelligence check (+2) — Abjur 1 rea 60 ft S Instantaneous P 228
Fireball 20-ft rad all crea 8d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S,M Instantaneous P 241
Fly 1+1/SL willing creatures gain fly 60 ft speed — Trans 1a Touch V,S,M Conc, 10 min P 243
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
Summon Undead Summon choice of Undead Spirit; obeys commands; takes turn after mine; disappears at 0 hp (300gp) — Necro 1a 90 ft V,S,Mƒ Conc, 1 h T 114

4th Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Summon aberration Summon choice of Abberant Spirit; obeys commands; takes turn after mine; vanishes at 0 hp (300gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 109

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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