adisariel MPMB\'s Character Record Sheet (v12.999) [Colorful - A4]

8 Pages • 3,991 Words • PDF • 26.1 MB
Uploaded at 2021-09-24 15:19

This document was submitted by our user and they confirm that they have the consent to share it. Assuming that you are writer or own the copyright of this document, report to us by using this DMCA report button.


6 LEVEL

Skills

Abilities ABILITY

STR

11

STRENGTH

DEX

9

DEXTERITY

CON

15

CONSTITUTION

INT

13

INTELLIGENCE

WIS

18

WISDOM

CHA

17

Show extra features

Name: Adessairiel Player: Class: Cleric (Tempest Domain) Add: Next level: 23.000 Experience: 14.000 Background: Size: Medium Height: Weight: Race: Elf, High Gender: Hair: Skin: Eyes: Faith: Age: Alignment:

CHARISMA

ADV DIS

-1 Acrobatics (DEX)

Hide 2nd DC

MODIFIER

SAVING THROW

0

0

-1

-1

Ability Save DC

PROF. BONUS

PROFICIENCY BONUS +

8+

Wis

+2

+2

+1

+1

PROFICIENCY BONUS +

15

Int

+7

+3

+6

+1 Arcana (INT) 0

Athletics (STR)

+6 Deception (CHA)

Senses

+1 History (INT)

Proficiency Bonus

17 Passive Perception Darkvision 60 ft

+4 Insight (WIS) +3 Intimidation (CHA)

INSPIRATION

Limited Features FEATURE

+4

+4 Animal Handling (WIS)

+3

12

8+

PROF. EXP.

BONUS NAME (ABILITY)

SR

LR

+4 Investigation (INT) +4 Medicine (WIS)

Dawn

+1 Nature (INT)

MAX. USAGES

RECOVERY

Wrath of the Storm

4

LR

+7 Perception (WIS)

Channel Divinity

2

SR

+3 Performance (CHA)

USED

+3 Persuasion (CHA) +4 Religion (INT)

-1 Sleight of Hand (DEX)

Saving Throw Advantages / Disadvantages



Magic can't put me to sleep; Adv. on saves vs. charmed

-1 Stealth (DEX) +4 Survival (WIS)

Tool DEX

Combat

-1

16 + +

0

AC

+

ARMOR BONUS

AC DURING REST

Chain Mail

SPEED ENCUMBERED

30 ft

20 ft

DEXTERITY MOD

+

Set Max HP

WOUNDS TEMPORARY HP

SHIELD BONUS MEDIUM ARMOR (MAX = 2) HEAVY ARMOR (MOD = 0)

STEALTH

RESISTANCE

HP

DISADV.

MAGIC

+

45

CURRENT

Heal

MISC MOD 1 MISC MOD 2

HALF DAMAGE

ATTACKS PER ACTION D

PROF ABILITY

D

1

HIT DICE

RECOVER HALF OF YOUR MAXIMUM HIT DICE AFTER A LONG REST.

×

I

+

× LEVEL

II III

+ DIE

CON

LIVE

DIE

6 × d8 + 2

MAX HIT POINTS

Attacks D

-1 +

SPEED

Health

Defense

16

Initiative

MISC.

USED

DC10

I II III

DEATH SAVING THROWS

Actions AND

Attack / Cast a Spell

Escape Grapple / Help / Hide Ready / Search / Use Object Overrun / Tumble (or as bonus action) As 1 attack: Disarm / Grapple / Shove

Channel Divinity: Turn Undead BONUS ACTIONS

REACTIONS Opportunity Attack

Wrath of the Storm

TOTAL

TYPE Reload

AMMUNITION

TOTAL

TYPE Reload

AMMUNITION

USED THIS ROUND

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Dash / Disengage / Dodge

Add Features

Background

Features Racial Options

Racial Traits

PERSONALITY TRAITS

High Elf (+2 Dexterity, +1 Intelligence) Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While meditating, I can dream after a fashion; such dreams are actually mental exercises that

IDEAL

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.

Class Features

FLAW

Cleric (Tempest Domain), level 6:

◆ Spellcasting (Cleric 1, PHB 58) [4 cantrips known] I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability

Feats

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

◆ Bonus Proficiency (Tempest Domain 1, PHB 62)

FEAT:

I gain proficiency with martial weapons and heavy armor

◆ Wrath of the Storm (Tempest Domain 1, PHB 62) [Wisdom modifier per long rest] As a reaction, when a creature I can see within 5 ft hits me, I can thunderously rebuke It takes 2d8 lightning or thunder damage (my choice) that a Dex save can halve

◆ Channel Divinity (Cleric 2, PHB 58) [2× per short rest]

FEAT:

I can channel divine energy to cause an effect; the save for this is my cleric spell DC

◆ 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 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

FEAT:

Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds

◆ Channel Divinity: Destructive Wrath (Tempest Domain 2, PHB 62)

Instead of rolling, I can do maximum damage when I do lightning or thunder damage

◆ Destroy Undead (Cleric 5, PHB 59) [CR ½ or lower]

An undead up to the CR above that fails its save when I use Turn Undead is destroyed

FEAT:

◆ Thunderbolt Strike (Tempest Domain 6, PHB 62)

When I deal lightning damage to a Large or smaller foe, I can push it up to 10 ft away

FEAT:

Add Equipment

Equipment # LBS

ADVENTURING GEAR

ADVENTURING GEAR

# LBS

ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies SUBTOTAL

SUBTOTAL

ARMOR: WEAPONS:

LIGHT

MEDIUM

SIMPLE

Languages

MARTIAL

HEAVY

SHIELDS

OTHER:

OTHER:

Tools & Others

ENCUMBERED

56 110 lb

HEAVILY ENCUMBERED 111 - STR × 10 FT SPEED 165 lb -D20 ISADV. STR, DEX, CON

STR × 5 -10 FT SPEED

PLATINUM = 10 GP

GOLD =10 SP

Common

Elvish

from High elf

ELECTRUM = 5 SP

SILVER

= 10 CP

PUSH/DRAG/LIFT 166 - STR × 15 - 30 SPEED = 5 FT

330 lb

COPPER LIFESTYLE:

TOTAL WEIGHT

GEAR & COINS

DAILY PRICE: GEMS AND OTHER VALUABLES:

©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Background Feature

CHARACTER: Adessairiel

Possessions

Status

LEVEL

EFFECT (CUMULATIVE)

Magic Items

Disadvantage on Ability Checks Speed halved

3

Disadvantage on Attack Rolls and Saving Throws

4

Hit Point maximum halved

5

Speed reduced to 0

6

Death

ig g

FINISHING A LONG REST REDUCES THE EXHAUSTION LEVEL BY 1, PROVIDED THAT YOU ALSO INGESTED SOME FOOD AND DRINK.

1 2

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

Conditions Blinded

Fail checks involving sight. Attacks have disadvantage. Enemy attacks have advantage.

Charmed

Can’t harm/attack charmer. Charmer has advantage on ability checks to interact socially.

Deafened

Petrified

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance to all damage. Immune to poison/disease. Fail Str and Dex saving throws. Enemy attacks have advantage. Stop aging. Weight increases by factor 10.

Poisoned

Disadvantage on attack rolls and ability checks.

Fail checks involving hearing.

Frightened

Prone

Disadvantage to checks/attacks while source of fear is in sight. Can’t willingly move closer to the source of fear.

Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage. Enemy attacks have advantage within 5 ft and disadvantage if further away.

Grappled

Restrained

Speed drops to 0, regardless of any bonus.

Incapacitated

Can’t take actions or reactions.

Invisible

Can’t be seen, but noise and tracks. Attacks have advantage, enemy attacks disadvantage.

Paralyzed

Incapacitated. Can’t move or speak. Fail Str and Dex saving throws. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Speed 0, regardless of bonus. Disadvantage on Dex saving throws. Attacks have disadvantage. Enemy attacks have advantage.

Stunned

Incapacitated. Can’t move. Can speak only falteringly. Fail Str and Dex saving throws. Enemy attacks have advantage.

Unconscious

Incapacitated. Can’t move or speak. Unaware of surroundings. Drop everything. Fail Str and Dex saving throws. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Combat Rules

Choose Visible Sections

Extra Equipment GEAR

Dash

Action

Gain your speed as extra movement for this turn.

Disengage

Action

Your movement doesn’t provoke opportunity attacks for this turn.

Dodge

Action

Attack rolls from attackers you can see have disadvantage and you have advantage on Dex saving throws until the start of your next turn.

Escape

Action

Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check vs. grappler’s Str (Athletics) check.

Help

Action

Give an ally advantage on next ability check or attack roll vs. an opponent within 5 ft of you, if done before the start of your next turn.

Hide

Action

Hide from those that can’t perceive you. Your Dex (Stealth) check is the DC for anybody’s Wis (Perception) check to discover you.

Ready Search Tumble*

# LBS

GEAR

# LBS

Action or Move through opponent’s space once by winning opposing Str (Athletics) Bonus Action check. Advantage if you are larger and disadvantage if you are smaller. Action

Choose an action that you will take in response to a set trigger. Taking the action uses your reaction. Readying a spell requires concentration.

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 Bonus Action Dex (Acrobatics) check.

Use Object

Action

You can interact with an object once per turn for free. A second interaction 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).

Disarm*

Attack

Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by two hands. A larger opponent has advantage, smaller has disadvantage.

TOTAL WEIGHT

Grapple

Attack

With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.

Other Holdings

Mark*

Melee Attack

Mark target of a melee attack. Next opportunity attack against the mark before the end of your next turn has advantage and doesn’t use a reaction.

Shove

Attack

Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the opponent to a side.*

Move Grappled

Move

Bring grappled opponent along as part of your move. You move at half 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.

Total Cover

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

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Overrun*

©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

Exhaustion

Background Character History

Click Here to change this Icon

Character Portrait Appearance

Enemies

Click Here to change this Icon

Organization Symbol

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Allies & Organizations

Companion Options

Companion ABILITY

MODIFIER

SAVING THROW

STR

PROF. BONUS

Skills

DEX DEXTERITY

CON

Medicine

ATTACKS ACTION

PER

PROF ABILITY

ATTACK / DESCRIPTION

TO HIT

RANGE

DAMAGE

DAMAGE TYPE

Nature

Athletics

Performance

Deception

Persuasion

History

INT

Intimidation

INTELLIGENCE

Investigation

Survival

Insight

WIS

Age:

Perception

Religion Sleight of Hand Stealth

CONSTITUTION

Gender: Type: Alignment:

Size: Weight:

Attacks

Acrobatics Animal Handling Arcana

STRENGTH

Name: Race: Height:

Initiative Health

Defense

+ DEX

SPEED

MISC.

WISDOM

Set Max HP

CHA

DC10

I II

CURRENT

AC

LIVE

DIE

WOUNDS

TEMPORARY HP

CHARISMA

Senses

Heal

II

III

HP

PASSIVE

PERCEPTION

III

DEATH SAVING THROWS

MAX HIT POINTS

HIT DICE

× LEVEL

Features

I

+ DIE

CON

USED

Traits

Proficiency Bonus Visibility Options

Click Here to change this Icon

Companion's Appearance Equipment EQUIPMENT

# LBS

TOTAL WEIGHT

EQUIPMENT

# LBS

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Notes

©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

Notes Page Options

Notes

CHARACTER: Adessairiel

Spell Slots

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

High elf Spells

Spell attack modifier:

+4

Spellcasting ability

Spell save DC: 12

Intelligence

Cantrips (0 Level) KN SPELL AT WILL

Prestidigitation

DESCRIPTION

SAVE SCHOOL

TIME

RANGE

COMP

DURATION

B

Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc.



1a

10 ft

V,S

1 h (D)

P 267

Trans

PG.

Spells to prepare: 10

Cleric Spells

Spell attack modifier:

+7

Spellcasting ability

Spell save DC: 15

Wisdom

Cantrips (0 Level) ME SPELL

DESCRIPTION

SAVE SCHOOL

TIME

RANGE

COMP

DURATION

B

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

PG.

AT WILL

Sacred Flame

1 creature save or 1d8 Radiant dmg; no bonus for cover on save; +1d8 at CL 5, 11, and 17

Dex

Evoc

1a

60 ft

V,S

Instantaneous

P 272

AT WILL

Thaumaturgy

Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc.



Trans

1a

30 ft

V

1 min (D)

P 282

AT WILL

Word of Radiance

Any crea within range save or 1d6 Radiant damage; +1d6 at CL 5, 11, and 17

Con

Evoc

1a

5 ft

V,M

Instantaneous

X 171

1st Level ME SPELL

DESCRIPTION

SAVE SCHOOL

TIME

RANGE

COMP

DURATION

B

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

Ceremony (R)

Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.)



Abjur

1h

Touch

V,S,M† Instantaneous

X 151

Command

1+1/SL crea in 15-ft rad save or follow 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



Div

1a

Self

V,S,M

Conc, 10 min

P 231

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

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

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

Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft ) Fog Cloud

) Thunderwave

PG.

P 219

2nd Level ME SPELL

DESCRIPTION

SAVE SCHOOL

TIME

RANGE

COMP

DURATION

B

Aid

3 creatures gain 5+5/SL current hp and hp max for the duration



Abjur

1a

30 ft

V,S,M

8h

P 211

Augury (R)

Omen about specific course of action you plan to take in the next 30 min (25gp)



Div

1 min

Self

V,S,Mƒ Instantaneous

P 215

Blindness/Deafness

1+1/SL crea save or blinded or deafened; extra save at end of every turn

Con

Necro

1a

30 ft

V

1 min

P 219

Calm Emotions

20-ft rad all humanoids save or you suppress either charm/fear effects or hostility

Cha

Ench

1a

60 ft

V,S

Conc, 1 min

P 221

Continual Flame

Create a permanent flame (50gp cons.)



Evoc

1a

Touch

V,S,M† Till dispelled

P 227

Enhance Ability

1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits



Trans

1a

Touch

V,S,M

Conc, 1 h

P 237

Find Traps

Sense presence of any trap within line of sight; not exact location, but general nature of trap



Div

1a

120 ft

V,S

Instantaneous

P 241

Gentle Repose (R)

1 corpse protected from decay and prevent it from becoming undead; add duration to raising dead



Necro

1a

Touch

V,S,M

10 days

P 245

60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book

Str

Evoc

1a

60-ft line

V,S,M

Conc, 1 min

P 248

Hold Person

1+1/SL humanoid 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

Lesser Restoration

1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned



Abjur

1a

Touch

V,S

Instantaneous

P 255

Locate Object

Learn direction to closest named or described kind or specific object within 1000 ft; see book



Div

1a

Self

V,S,M

Conc, 10 min

P 256

Prayer of Healing

6 creatures heal 2d8+1d8/SL+spellcasting ability modifier hp



Evoc

10 min 30 ft

V

Instantaneous

P 267

Protection from Poison

1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. being poisoned



Abjur

1a

Touch

V,S

1h

P 270

10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg

Con

Evoc

1a

60 ft

V,S,M

Instantaneous

P 275

Silence (R)

20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp.



Illus

1a

120 ft

V,S

Conc, 10 min

P 275

Spiritual Weapon

Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack —

Evoc

1 bns

60 ft

V,S

1 min

P 278

Warding Bond

1 crea +1 AC, +1 saves, resistance all dmg; if it takes dmg you take same dmg; ends if >60 ft away



Abjur

1a

Touch

V,S,Mƒ 1 h (D)

P 287

Zone of Truth

15-ft rad all in or enter save or unable to lie; you aware if saved or not; crea aware it cannot lie

Cha

Ench

1a

60 ft

V,S

P 289

) Gust of Wind

) Shatter

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4); Spell Sheet 1/2

10 min

PG.

©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

3rd Level ME SPELL

DESCRIPTION

SAVE SCHOOL

TIME

RANGE

COMP

DURATION

B

Animate Dead

Turn corpses into 1+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

Beacon of Hope

Any crea in range adv. on Wis/Death saves and gains max hp from any healing



Abjur

1a

30 ft

V,S

Conc, 1 min

P 217

Bestow Curse

1 creature save or cursed, see book; duration SL4:conc, 10 min; SL5:8h; SL7:24h; SL9:until dispelled

Wis

Necro

1a

Touch

V,S

Conc, 1 min

P 218

60 rad 10 ft cloud in 100 ft; 1 a 5-ft rad 3d10+1d10/SL Lightning damage; save halves

Dex

Conj

1a

120 ft

V,S

Conc, 10 min

P 220

Clairvoyance

See or hear a familiar place; 1 a to switch between seeing and hearing (100gp)



Div

10 min 1 mile

V,S,Mƒ Conc, 10 min

P 222

Create Food and Water

Create 45 pounds of food and 30 gallons of water; enough for 15 humanoids or 5 steeds for 24h



Conj

1a

30 ft

V,S

Instantaneous

P 229

Daylight

60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of higher SL works



Evoc

1a

60 ft

V,S

1h

P 230

Dispel Magic

Dispel any magical effect on crea or object; make DC 10+SL spellcasting ability check if above SL used —

Abjur

1a

120 ft

V,S

Instantaneous

P 234

Feign Death (R)

Willing creature appears dead; it is blinded, incapacitated, has dmg resist. all but Psychic, and speed 0 —

Necro

1a

Touch

V,S,M

1 h (D)

P 240

Glyph of Warding

Create a glyph that triggers on set condition; Int(Investigation) vs. Spell DC; see book (200gp cons.)



Abjur

1h

Touch

V,S,M† Till triggered

P 245

Life Transference

You take 4d8+1d8/SL Necrotic dmg, and 1 crea in range you can see regains HP twice that amount



Necro

1a

30 ft

V,S

X 160

Magic Circle

Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.)



Abjur

1 min

10 ft

V,S,M† 1 h

P 256

Mass Healing Word

6 crea heal 1d4+1d4/SL+spellcasting ability modifier in hp



Evoc

1 bns

60 ft

V

Instantaneous

P 258

Meld into Stone (R)

You merge into a stone object large enough to contain you; can't see through the stone; see book



Trans

1a

Touch

V,S

8h

P 259

Protection from Energy

1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for duration



Abjur

1a

Touch

V,S

Conc, 1 h

P 270

Remove Curse

1 creature or object is freed of all curses; cursed magic items break attunement with owner



Abjur

1a

Touch

V,S

Instantaneous

P 271

Revivify

Restores a creature's body that has died in the last min to life with 1 hp (300gp cons.)



Necro

1a

Touch

V,S,M† Instantaneous

P 272

Sending

Send a 25 word message to a familiar creature; it recognizes you and can respond with 25 words



Evoc

1a

Unlimited

V,S,M

1 rnd

P 274

40-ft rad 20-ft high; heavily obsc.; douses flames; difficult ter.; save or prone; Con save or lose conc.

Dex

Conj

1a

150 ft

V,S,M

Conc, 1 min

P 276

Speak with Dead

1 corpse with mouth answers 5 questions with what it knew in life; can cast on same every 10 days



Necro

1a

10 ft

V,S,M

10 min

P 277

Spirit Guardians

Undesignated crea start turn/enter in area half speed, 3d8+1d8/SL Radiant/Necrotic dmg; save half

Wis

Conj

1a

15-ft rad

V,S,M

Conc, 10 min

P 278

Tongues

1 crea understands all spoken languages, all with a language can understand what it means



Div

1a

Touch

V,M

1h

P 283

Water Walk (R)

10 willing creatures can move across any liquid for the duration; rise to surface if underwater



Trans

1a

30 ft

V,S,M

1h

P 287

) Call Lightning

) Sleet Storm

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4); Spell Sheet 2/2

Instantaneous

PG.

©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
adisariel MPMB\'s Character Record Sheet (v12.999) [Colorful - A4]

Related documents

7 Pages • 2,310 Words • PDF • 8 MB

2 Pages • 497 Words • PDF • 1.6 MB

4 Pages • 567 Words • PDF • 2.9 MB

1 Pages • 110 Words • PDF • 60 KB

1 Pages • 192 Words • PDF • 460.8 KB

4 Pages • 586 Words • PDF • 2.7 MB

2 Pages • 265 Words • PDF • 1.1 MB