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20 Storm Herald 5, Cleric (Tempest Domain) 15


Thor
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Noble Dwarf, Hill 355,000 Add: 999,645,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+11 STR +1 INT
PRO

18 Armor Plate

215 +6 18
Set Max HP
STRENGTH +2 DEX +2 WIS
Shield

+5 +11 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
Magic
Bludgeon. (in rage) Poison
20 Piercing (in rage)
Misc
Temporary Hit Points: Misc

+2
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Strength saves in rage;

+2 Adv. on Dex saves vs. seen effects;


Adv. vs. Poison
CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
5 d12+5 35 ft

CONSTITUTION SAVING THROWS FAILURES


15 d8+5
35 ft 19 ABILITY SAVE DC
ABILITY
CONSTITUTION
SAVE DC WISDOM 16
+5
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) Light Medium Heavy Shields

PRO
PRO

20 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) > Spell Points 94 LR Improvised Weapons
INTELLIGENCE +5 Athletics (Str) > Rage (+2 melee damage) 3 LR LANGUAGES TOOLS & OTHERS

+1
+2 Deception (Cha) > Wrath of the Storm 2 LR +1 from Noble Type of gaming set
+7 History (Int) > Channel Divinity 2 SR Common smith, brewer, or mason tools

+2 Insight (Wis) Divine Intervention (15% chance) 1 LR Dwarvish


12
>

+2 Intimidation (Cha) > Storm of Fury: Sea (2d6) 1 Turn


+1 Investigation (Int) >
WISDOM
+2 Medicine (Wis) >

+2 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


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

+8 Persuasion (Cha) > Attack (2 attacks per action) Rage (start/stop) < Wrath of the Storm <

CHARISMA +1 Religion (Int) > Channel Divinity: Turn Undead Grapple (on hit with unarmed/improv.)
< <

+2 +2 Sleight of Hand (Dex) > Divine Intervention < <

+2 Stealth (Dex) [disadv.] > < <

+2 Survival (Wis) > < <


14 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Warhammer Str Melee +12 1d8+5 Bludgeoning


>
Versatile (1d10); Once per turn +2d8 thunder damage; Adv: knock prone if both dice hit; Disadv: Str Mod bludg. damage on miss but 2nd die would hit
DESCRIPTION
Darkvision 60 ft
Unarmed Strike Str Melee +11 1d4+5 Bludgeoning
>
Once per turn +2d8 thunder damage; After hitting, can attempt to grapple as a bonus action

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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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Add Features
Storm Herald, level 5:
R age (Barbarian 1, P HB 48) [+2 melee damage, 3 per long rest] If you do me an injury, I will crush you, ruin your name, and salt
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min your fields.
Adv. on Strength checks/saves (not attacks); resistance to bludgeoning/piercing/slashing
Stops if I end turn without attacking or taking damage since last turn, or unconscious
Unarmored Defense (Barbarian 1, P HB 48) PERSONALITY TRAITS
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
Danger S ense (Barbarian 2, P HB 48) Noble Obligation: It is my duty to protect and care for the
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated) people beneath me. (Good)
R eckless Attack (Barbarian 2, P HB 48)
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn IDEALS
S torm of F ury: S ea (P ath of the S torm Herald 3, UA:BP P 2) [2d6, 1 per turn]
While raging, I emanate a 10-ft radius aura that shapes the environment around me The common folk must see me as a hero of the people.
At the end of each of my turns, I can choose a creature in my aura, other than myself
It must make a Dex save or take lightning damage, or half damage on a successful save
The DC for this save is 8 + my proficiency bonus + my Constitution modifier
BONDS
F ast Movement (Barbarian 5, P HB 49)
I gain +10 ft speed when I'm not wearing heavy armor
I too often hear veiled insults and threats in every word
addressed to me, and I'm quick to anger.
Cleric (Tempest Domain), level 15:
S pellcasting (C leric 1, P HB 58) [5 cantrips known]
FLAWS
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
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 P roficiency (Tempest Domain 1, P HB 62) Feature Name: Position of Privilege
I gain proficiency with martial weapons and heavy armor
I am welcome in high society, and people assume I have the right to
Wrath of the S torm (Tempest Domain 1, P HB 62) [Wisdom modifier per long rest]
be wherever I am. The common folk make every effort to
As a reaction, when a creature I can see within 5 ft hits me, I can thunderously rebuke
accommodate me and avoid my displeasure, and other people of
It takes 2d8 lightning or thunder damage (my choice) that a Dex save can halve
high birth treat me as a member of the same social sphere. I can
C hannel Divinity (C leric 2, P HB 58) [2 per short rest]
secure an audience with a local noble if I need to.
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
C hannel Divinity: Turn Undead (C leric 2, P HB 59)
BACKGROUND FEATURE
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 Hill Dwarf (+2 Constitution, +1 Wisdom)
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
C hannel Divinity: Destructive Wrath (Tempest Domain 2, P HB 62) Stonecunning: Whenever I make an Intelligence (History) check
Instead of rolling, I can do maximum damage when I do lightning or thunder damage related to the origin of stonework, I am considered proficient in the
Destroy Undead (C leric 5, P HB 59) [C R 3 or lower] History skill and add double my proficiency bonus to the check,
An undead up to the CR above that fails its save when I use Turn Undead is destroyed instead of my normal proficiency bonus.
Thunderbolt S trike (Tempest Domain 6, P HB 62)
When I deal lightning damage to a Large or smaller foe, I can push it up to 10 ft away Dwarven Toughness: My hit point maximum increases by 1 for every
Divine S trike (Tempest Domain 8, P HB 62) [+2d8 thunder damage] level I have.
Once per turn, when I hit a creature with a weapon attack, I can do extra damage
Divine Intervention (C leric 10, P HB 59)CLASS
[15%FEATURES
chance, 1 per long rest] RACIAL TRAITS
As an action, I can implore my deity for help; the DM determines the form of help
Without intervention, I can retry after a long rest; otherwise, I have to wait a week
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
CP
> Scroll of pedigree > > Fine clothes 6
> > > Signet ring
> > > Purse (with coins) 1 SP
> > > Plate armor 65
> > > Warhammer 1 2
EP
> > >
> > >
>
>
>
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25 GP

> > >


PP
> > >
> > >
WEIGHT CARRIED
> > >
74.5 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
101 - 200 lb
> > >
HEAVILY ENCUMBERED
> > >
201 - 300 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 74 301 - 600 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
> FEAT: Dragonmark [Storm] (UA:E, page 6)
I learn the Shocking Grasp cantrip. I can also cast Fog Cloud,
Gust of Wind (from 5th level onwards), and Sleet Storm (from
9th level onwards), each once per long rest. Intelligence is my
spellcasting ability for these.

> FEAT: Magic Initiate [Sorcerer] (PHB, page 168)


I learn two cantrips and one 1st-level spell of my choice from the
sorcerer's spell list.
I can cast the spell it at its lowest level once per long rest.
Charisma is my spellcasting ability for these.

> FEAT: Fell Handed (UA:F, page 2)


With a handaxe, battleaxe, greataxe, warhammer, or maul, I get
+1 to hit, knock prone if I have adv. and hit with both rolls, with
disadv. still do Str mod in bludg. damage if I miss but the other
die would've hit, can use Help to give ally +2 to hit vs. enemy
with a shield.

> FEAT: Tavern Brawler (PHB, page 170)


I am proficient with improvised weapons. My unarmed strike
does 1d4 damage. When I hit a creature with an unarmed strike
or improvised weapon on my turn, I can attempt to grapple the
target as a bonus action. [+1 Strength or Constitution]

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
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> MAGIC ITEM: Attuned
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> MAGIC ITEM: Attuned
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> MAGIC ITEM: Attuned
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SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

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
Thor
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Wealthy LIFESTYLE DAILY PRICE 4 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

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

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
Thor USE 1LR USE 1LR USE 1LR USE 1LR
SPELL POINT
SPELL COST
SLOTS
CHARACTER NAME

CLERIC SPELLS Wisdom 17 +8 DC 16


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration Div 1a Touch V,S Conc, 1 min P 248
AT
WILL Hand of Radiance Any creatures you see in 5-ft radius save or 1d6 Radiant damage; +1d6 damage at CL 5, 11, and 17 Con Evoc 1a 5-ft rad V,S Instantaneous U 3
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
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 Virtue 1 creature that has at least 1 hp gets 1d4 + spellcasting ability modifier in temporary hit points Abjur 1a Touch V,S 1 rnd U 5

1ST LEVEL

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


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 P 219
Ceremony (R) Perform religious ceremony on target(s) that are within 10 ft throughout the casting; see book (25gp) Evoc 1h Touch V,S ,MInstantaneous U 2
Command 1+1/SL crea save or follows 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
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft Div 1a Self V,S,M Conc, 10 min P 231
) Fog Cloud 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
Guiding Hand (R) Tiny incorporeal hand directs you to one major landmark you name that is on the same plane Div 1 min 5 ft V,S Conc, 8 h U 3
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
) 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

2ND LEVEL

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


Aid 3 creatures gain 5+5/SL current hp and hp max for the duration Abjur 1a 30 ft V,S,M 8 h 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 ,MInstantaneous 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
) Gust of Wind 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
) Shatter 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 ,M1 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 10 min P 289
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 1/3 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

3RD LEVEL

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


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 cursed, see book; duration SL4:conc, 10 min; SL5:8h; SL7:24h; SL9:until dispelled Necro 1a Touch V,S Conc, 1 min P 218
) Call Lightning 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 ,MConc, 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
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
) Sleet Storm 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 1 h P 287

4TH LEVEL

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


Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
) Control Water Control an amount of water in a 100 ft cube as 1 a; flood, part, redirect, or whirlpool, see book Trans 1a 300 ft V,S,M Conc, 10 min P 227
Death Ward Once, when crea drops to 0 hp it drops to 1 hp instead; or negates first instantaneous kill effect Abjur 1a Touch V,S 8h P 230
Divination (R) Get answer to one question about a goal, event, or activity to occur within the next 7 days (25gp cons.) Div 1a Self V,S,M Instantaneous P 234
Freedom of Movement 1 willing crea; magic cannot reduce speed, paralyze, restrain; use 5 ft to escape nonmagical restrains Abjur 1a Touch V,S,M 1 h P 244
Guardian of Faith Place spectre; hostile crea in 10 ft of spectre save or 20 Radiant dmg; vanishes after it deals 60 dmg Dex Conj 1a 30 ft V 8h P 246
) Ice Storm 20-ft rad 40-ft high all crea 2d8+1d8/SL Bludg. and 4d6 Cold dmg; save halves; 1 rnd difficult ter. Dex Evoc 1a 300 ft V,S,M Instantaneous P 252
Locate Creature Learn direction to closest named or described kind or specific creature within 1000 ft; see book Div 1a Self V,S,M Conc, 1 h P 256
Stone Shape Form 5 cu ft of stone into any shape; can have up to two hinges and a latch, but no finer mechanisms Trans 1a Touch V,S,M Instantaneous P 278

5TH LEVEL

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


Commune (R) Ask up to three yes/no questions to your deity or a divine proxy (25gp) Div 1 min Self V,S,M 1 min P 223
Contagion Melee spell attack to infect crea with chosen disease; saves each rnd on 3 successes spell ends, see B Necro 1a Touch V,S 7 days P 227
) Destructive Wave Any crea 5d6 Thunder + 5d6 Radiant/Necrotic dmg and knocked prone; save halves not prone Con Evoc 1a 30-ft rad V Instantaneous P 231
Dispel Evil and Good Cele., elem., fey, fiends, and undead dis. on attacks vs. you; end early for dismissal/break enchantment Abjur 1a Self V,S,M Conc, 1 min P 233
Flame Strike 10-ft rad 40-ft high all crea 4d6 Fire and 4d6 Radiant dmg; save halves; +1d6/SL Fire or Radiant Dex Evoc 1a 60 ft V,S,M Instantaneous P 242
Geas 1 crea save or charmed; it must obeys commands or 5d10 Psychic dmg; SL7: 1 year, SL9: until disp. Wis Ench 1 min 60 ft V 30 days (D) P 244
Greater Restoration Reduce exhaustion or end charm, petrify, curse, stat or max hp reduction (100gp cons.) Abjur 1a Touch V,S,M Instantaneous P 246
Hallow 30-ft rad protected against celestials, elementals, fey, fiend, and undead; add additional effects; see B Evoc 24 h Touch V,S,M Till dispelled P 249
) Insect Plague 20-ft rad all 4d10+1d10/SL Piercing dmg; save halves; ignores cover; lightly obscures; difficult ter. Con Conj 1a 300 ft V,S,M Conc, 10 min P 254
Legend Lore Learn summary of lore of named or described person, place, or object (200gp; 250gp cons.) Div 10 min Self V,S,M Instantaneous P 254
Mass Cure Wounds 6 crea within 30-ft rad heal 3d8+1d8/SL+spellcasting ability modifier in hp Evoc 1a 60 ft V,S Instantaneous P 258
Planar Binding 1 celestial/elem/fey/fiend save or bound; SL6: 10, SL7: 30, SL8: 180, SL9: 366 days (1000gp cons.) Cha Abjur 1h 60 ft V,S,M 24 h P 265
Raise Dead Restores a creature's body that has died in the last 10 days to life with 1 hp; see book (500gp cons.) Necro 1h Touch V,S,M Instantaneous P 270
Scrying 1 crea save or sensor follows it around; or create sensor in familiar location; see book (1000gp) Wis Div 10 min Self V,S ,MConc, 10 min P 273

6TH LEVEL

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


Blade Barrier 100205ft (lwh) wall or 30 rad 205ft (wh) ring; 6d10 Slashing dmg; save halves; 3/4 cover Dex Evoc 1a 90 ft V,S Conc, 10 min P 218
Create Undead Turn corpses into 3+1/SL ghoul a.o.; control 24h; bns a command 120 ft; see B (150gp/corpse cons.) Necro 1 min 10 ft V,S,M Instantaneous P 229
Find the Path Know the shortest route to a location you are familiar with and are on the same plane with (100gp) Div 1 min Self V,S ,MConc, 1 day P 240
Forbiddance (R) 40K sq ft 30 ft high no extraplanar travel; 1 crea type 5d10 Radiant/Necrotic dmg/rnd (1000gp) Abjur 10 min Touch V,S ,M1 day P 243
Harm 1 crea 14d6 Necrotic dmg, reduce max hp by same; not <1 hp; save halves and no max hp reduce Con Necro 1a 60 ft V,S Instantaneous P 249
Heal 1 creature heals 70+10/SL hp and is cured of blindness, deafness, and all diseases Evoc 1a 60 ft V,S Instantaneous P 250
Heroes' Feast You+12 crea; 1h to consume; for 24h: disease/poison immune, +2d10 max hp, see B (1000gp cons.) Conj 10 min 30 ft V,S,M Instantaneous P 250
Planar Ally Otherwordly entity sends celestial, elemental or fiend to a location near you; see book Conj 10 min 60 ft V,S Instantaneous P 265
True Seeing 1 willing crea gains truesight 120 ft; see through illusions, hidden doors, ethereal plane (25gp cons.) Div 1a Touch V,S,M 1 h P 284
Word of Recall You + 5 willing crea teleport to sanctuary of your deity, designated as such by casting this spell there Conj 1a 5 ft V Instantaneous P 289
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 2/3 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

7TH LEVEL

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


Conjure Celestial CR 4+1/2SL celestial that obeys your verbal commands if they do not go against its alignment Conj 1 min 90 ft V,S Conc, 1 h P 225
Divine Word Any crea save or deaf/blind/stunned/dead depending on current HP; banishes extraplanar crea Cha Evoc 1 bns 30 ft V Instantaneous P 234
Fire Storm 10 connected 10-ft cubes all crea 7d10 Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft V,S Instantaneous P 241
Plane Shift You + 8 willing crea teleport to different plane; or spell attack save or transported to random plane Cha Conj 1a Touch V,S ,MInstantaneous P 266
Regenerate 1 crea heals 4d8+15 hp and 1 hp/rnd for rest of duration; restores lost body parts in 2 min Trans 1 min Touch V,S,M 1 h P 271
Resurrection Resurrects a creature, that has died in the last century, with whole body; see book (1000gp cons.) Necro 1h Touch V,S,M Instantaneous P 272
Symbol Inscribe a glyph to activate for chosen effect on set trigger; see book (1000gp cons.) Abjur 1 min Touch V,S,M Till triggered P 280

8TH LEVEL

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


Antimagic Field No magical effects functions in area except those created by an artefact or a deity Abjur 1a 10-ft rad V,S,M Conc, 1 h P 213
Control Weather Change current weather; changes take 1d410 min; change precipitation, temperature, wind, see B Trans 10 min 5-mile rad V,S,M Conc, 8 h P 228
Earthquake Cause an earthquake in a 100-ft rad, damaging structures and creating dangerous fissures, see book Evoc 1a 500 ft V,S,M Conc, 1 min P 236
Holy Aura Any in area adv. on saves; dis. atks vs. targets; fiend/undead atk a target save or blinded (1000gp) Con Abjur 1a 30 ft V,S ,MConc, 1 min P 251

DRAGONMARK SPELLS Intelligence +7 DC 15


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

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


AT
WILL 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

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


1
LR Fog Cloud 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

2ND LEVEL

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


1
LR Gust of Wind 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

3RD LEVEL

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


1
LR Sleet Storm 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

MAGIC INITIATE SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Lightning Lure 1 crea you see save or pull 10 ft to you; if end in 5 ft, 1d8 Lightning dmg; +1d8 at CL 5, 11, and 17 Str Evoc 1a 15 ft V Instantaneous S 143
> Thunderclap 100-ft rad audible; all crea but you in area save or 1d6 Thunder dmg; +1d6 at CL 5, 11, and 17 Con Evoc 1a 5-ft rad S Instantaneous E 22

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1
LR 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
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 3/3 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