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10 Eldritch Knight
Ironman
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
+8 STR +4 INT
PRO
18 Armor Plate
74 +4 18
Set Max HP
STRENGTH +3 DEX +1 WIS
Shield
+4 +5 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
Magic
18 Misc
Temporary Hit Points: Misc
DEXTERITY
Critical hits are regular hits +3 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) Light Medium Heavy Shields
PRO
PRO
+4
+1 Deception (Cha) > Action Surge 1 SR Common Type of artisan's tools
+8 History (Int) > Indomitable 1 LR +1 from Human
+5 Insight (Wis) +1 from Guild Artisan
18
>
+5 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < <
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
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
2 3 5 6 7 9 10 11 13
Ironman USE 1LR USE 1LR USE 1LR USE 1LR
SPELL POINT
SPELL COST
SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Acid Splash 1 crea or 2 crea within 5 ft of each other save or 1d6 Acid dmg; +1d6 at CL 5, 11, and 17 Dex Conj 1a 60 ft V,S Instantaneous P 211
> Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 Evoc 1a 120 ft V,S Instantaneous P 241
> Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of your next turn; +1d8 at CL 5, 11, and 17 Evoc 1a 60 ft V,S Instantaneous P 271
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
> Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) Evoc 1a 90 ft V,S,M Instantaneous P 221
> Magic Missile 3+1/SL darts hit creature(s) you can see for 1d4+1 Force dmg per dart Evoc 1a 120 ft V,S Instantaneous P 257
> Thunderwave 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
> Witch Bolt Spell attack 1d12+1d12/SL Lightning dmg; 1 a, if consecutive, for dmg again; ends if out of range Evoc 1a 30 ft V,S,M Conc, 1 min P 289
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Aganazzar's Scorcher 30-ft long 5-ft wide line all creatures 3d8+1d8/SL Fire dmg; save halves Dex Evoc 1a 30-ft line V,S,M Instantaneous E 15
> Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray Evoc 1a 120 ft V,S Instantaneous P 273
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams Evoc 1a 120 ft V,S Instantaneous P 237
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Gust Med. or smaller crea save or push 5 ft; or push unattended 5 lb obj 10 ft; or harmless sensory effect Str Trans 1a 30 ft V,S Instantaneous E 19
> Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 Evoc 1a Touch V,S Instantaneous P 275
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1
LR Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you Abjur 1 rea Self V,S 1 rnd P 275
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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
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)