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8 Monk (Way of the Sun Soul) 5, Totem Warrior 3


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Mercenary Veteran Half-Orc 34,000 Add: 48,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +6 STR 0 0
PRO

INT
12 Armor Unarmored Defense (Wis) 0 lb

81 +3 15
Set Max HP
STRENGTH 0 +6 DEX +2 WIS 0
Shield 0 lb
+3 0 +4 CON
RESISTANCES
+2 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
All -Psychic (rage)
16 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
Adv. on Strength saves in rage; +3 ARMOR

+3 Adv. on Dex saves vs. seen effects CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Show 2nd DC
3 d12+4 30 ft

CONSTITUTION SAVING THROWS FAILURES


5 d8+4
40 ft 13 ABILITY
SAVE DC
WISDOM

+4
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+6 Acrobatics (Dex) 0 Shields

PRO
Light Medium Heavy
PRO

18 +2 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
0 Arcana (Int) 0 > Ki 5 SR
INTELLIGENCE +9 Athletics (Str) 0 > Rage (+2 melee damage) 3 LR LANGUAGES TOOLS & OTHERS

0
+2 Deception (Cha) 0 > Relentless Endurance 1 LR Common One artisan's tool or musical instrument

0 History (Int) 0 > Orc Type of gaming set


+5 Insight (Wis) 0 Vehicles (land)
10
>
+5 Intimidation (Cha) 0 >

0 Investigation (Int) 0 >


WISDOM
+2 Medicine (Wis) 0 >

+2 0 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis) 0
14 +2 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) 0 > Attack (2 attacks per action) Martial Arts (with Attack action)< Deflect Missiles <

CHARISMA 0 Religion (Int) 0 > Grappler feat (pin grappled) Flurry of Blows (after Attack action)
< Slow Fall <

+2 +3 Sleight of Hand (Dex)0 > Patient Defense < <

+3 Stealth (Dex) 0 > Step of the Wind < <

+2 Survival (Wis) 0 > Radiant Sun Bolt (2 with Attack action)


< <
14
Tool 0 > Rage (start/stop) < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

12 PASSIVE WISDOM (PERCEPTION) 0 Radiant Sun Bolt Str 30 ft +6 1d6+3 Radiant 0 0


>
If used in an Attack action, spend 1 ki point to use it twice as a bonus action 1d6
DESCRIPTION Above weapon's weight: 0 lb
Darkvision 60 ft
Unarmed Strike Str Melee +6 1d6+3 Bludgeoning 0 0
>
1d6 extra on a crit in melee 1d6
Above weapon's weight: 0 lb
SENSES Recoome Mouth Beam Int 90 ft DC 11 4d8 Thunder dc 0
>
Weight per ammo: 0 lb Weight per ammo: 0 lb Dex save, success - no damage; Thunder damage 4d8
NAME TOTAL NAME TOTAL Above weapon's weight: 0 lb
0 0
>
Reload Reload
Above weapon's weight: 0 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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Monk (Way of the Sun Soul), level 5:
Martial Arts (Monk 1, PHB 78) [1d6]
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
When taking an Attack action with these, I get one unarmed strike as a bonus action
Unarmored Defense (Monk 1, PHB 48) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Ki (Monk 2, PHB 78) [5 per short rest]
I can spend ki to fuel special actions (see third 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] IDEALS
Speed increases and eventually lets me traverse some surfaces without falling as I move
Deflect Missiles (Monk 3, PHB 78) [1d10 + 5 + 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
Radiant Sun Bolt (Way of the Sun Soul 3, SCAG 131) [1 ki point for 2 extra attacks]
BONDS
I gain a ranged spell attack that I can use as part of the Attack action
If I do this and spend 1 ki point, I can make two extra attacks as a bonus action
Slow Fall (Monk 4, PHB 78) [25 less falling damage]
As a reaction, I can reduce any falling damage I take by five times my monk level

FLAWS
Totem Warrior, level 3:
Rage (Barbarian 1, PHB 48) [+2 melee damage, 3 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 Feature Name: Mercenary Life
Stops if I end turn without attacking or taking damage since last turn, or unconscious
I know the mercenary life well. I am able to identify mercenary
Unarmored Defense (Barbarian 1, PHB 48)
company emblems, and I know a little about any such company,
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
including the leaders, reputation, and who hired them recently. I can
Danger Sense (Barbarian 2, PHB 48)
find the locales where mercenaries abide anywhere, as long as I
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated)
speak the language. My mercenary work between adventures
Reckless Attack (Barbarian 2, PHB 48)
affords me a comfortable lifestyle.
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn
BACKGROUND FEATURE
Spirit Seeker (Path of the Totem Warrior 3, PHB 50)
I can cast Beast Sense and Speak with Animals as rituals (PHB 217 & 277)
Bear Spirit (Path of the Totem Warrior 3, PHB 50) Half-Orc (+2 Strength, +1 Constitution)
While raging, I have resistance to all damage types except psychic
Relentless Endurance: When I am reduced to 0 hit points but not
killed outright, I can drop to 1 hit point instead. I can't use this
feature again until I finish a long rest.

Savage Attacks: When I score a critical hit with a melee weapon


attack, I can roll one of the weapon's damage dice one additional
time and add it to the extra damage of the critical hit.

CLASS FEATURES RACIAL TRAITS

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


CP
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EP
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PP
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WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
161 - 320 lb Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
321 - 480 lb
Multiplier

> > > PUSH/DRAG/LIFT


2
SUBTOTAL SUBTOTAL SUBTOTAL 481 - 960 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Monk features:
Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields > FEAT: Brawny (UA:FS, page 1)
Flurry of Blows (Ki Feature, PHB 78) [1 ki point] I gain expertise with Athletics, or proficiency if not so already. I
After taking the Attack action, I can make 2 unarmed attacks as a bonus action count as one size larger when determining my carrying capacity
Patient Defense (Ki Feature, PHB 78) [1 ki point] and the weight I can push, drag, or lift. [+1 Strength]
As a bonus action, I can take the Dodge action
Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
Stunning Strike (Ki Feature, PHB 79) [1 ki point] > FEAT: Durable (PHB, page 166)
After I hit a creature wit a melee weapon attack, I can spend a ki point to try to stun it When I roll a hit die to regain hit points, the minimum number
It has to succeed on a Con save or be stunned until the end of my next turn of hit points I regain from the roll equals twice my Constitution
modifier (minimum of 2). [+1 Constitution]

> FEAT: Grappler (PHB, page 167)


I have advantage on attack rolls against a creature I am
grappling. As an action, I can try to pin a creature grappled by
me. If I succeed on a grapple check, both the creature and I are
restrained until the grapple ends.

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
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GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 0 Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
0 DEX WIS 0
0 CON CHA 0 ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

DEXTERITY
0 0 0
>

DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
>
LEVEL USED
0 lb

0 0
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
0
PRO

Acrobatics (Dex)

0
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int) 0
Athletics (Str) 0
Deception (Cha) 0
History (Int) 0
Insight (Wis) 0
Intimidation (Cha) 0
WISDOM Investigation (Int) 0
Medicine (Wis) 0
Nature (Int) 0
Perception (Wis) 0
Performance (Cha) 0
CHARISMA Persuasion (Cha) 0
Religion (Int) 0 FEATURES TRAITS
Sleight of Hand (Dex)0
Stealth (Dex) 0
Survival (Wis) 0
SKILLS

PASSIVE WISDOM (PERCEPTION) 0

SENSES

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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

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

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0 0 0 0 0 SLOTS
SPELL 0 0 0 0
CHARACTER NAME

TOTEM WARRIOR SPELLS


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

1ST LEVEL

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

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Beast Sense (R) Use 1 willing beast's senses; you are blinded and deafened while doing so Div 1a Touch S Conc, 1 h P 217
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (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
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 cant 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 anybodys 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 hostiles space once by winning opposing Cant 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 doesnt 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) Cant 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 grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant 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. Cant 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. Cant 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 Cant 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 speed) or stand up (costs 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 cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant 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. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant 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. opponents 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 doesnt 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. Cant 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 nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures 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 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 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 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 creatures 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 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 v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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