Maester of Purity (DND Character)

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The document describes a character sheet for a D&D character, including stats, abilities, equipment and spells.

Various combat actions are described like Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready and more.

Different types of movement are covered like moving, climbing, swimming, crawling, jumping and standing up. Difficult terrain that affects movement is also mentioned.

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20 Eldritch Knight 12, Bladesinger 8


Maester
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LEVEL & CLASS PLAYER NAME
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Knight Elf, High 355,000 Add:


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0 ✔ Players Make All Rolls
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 ● -1 STR +5 INT 0
PRO

14 Armor Studded Leather +2 13 lb

168 d12 19
Set Max HP
STRENGTH 0 +5 DEX +2 WIS 0
Shield 0 lb
-1 0 ● +3 CON
RESISTANCES
+3 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
5 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
8 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
Magic can't put me to sleep; Adv. +5 ARMOR

+5 on saves vs. charmed CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

20 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Show 2nd DC
12 d10+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


8 d6+3
30 ft 19 ABILITY
SAVE DC
INTELLIGENCE

+3
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) 0 ● Light ● Medium ● Heavy ● Shields

PRO
PRO

16 +2 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
+5 Arcana (Int) 0 > Second Wind (1d10+12) 1 SR
INTELLIGENCE -1 Athletics (Str) 0 > Action Surge 1 SR LANGUAGES TOOLS & OTHERS

+5
+3 Deception (Cha) 0 > Indomitable 1 LR Common Gaming set
● +5 History (Int) 0 > Arcane Recovery (4 levels of spell slots) 1 LR Elvish
+2 Insight (Wis) 0 Bladesong LR from High elf
20
>

+3 Intimidation (Cha) 0 > from Knight


+5 Investigation (Int) 0 >
WISDOM
+2 Medicine (Wis) 0 >

+2 +5 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +2 Perception (Wis) 0
14 ● +3 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

● +3 Persuasion (Cha) 0 > Attack (3 attacks per action) Second Wind < <

CHARISMA +5 Religion (Int) 0 > Weapon Bond < <

+3 +5 Sleight of Hand (Dex)0 > War Magic < <

+5 Stealth (Dex) 0 > Bladesong (start) < <

+2 Survival (Wis) 0 > < <


16
Tool 0 > < <

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

18 PASSIVE WISDOM (PERCEPTION) 0 Rapier +3 ✔ Dex Melee +8 1d8+10 Piercing 0 0


>
Finesse 1d8
DESCRIPTION Above weapon's weight: 2 lb
Darkvision 60 ft
0 0
>

Above weapon's weight: 0 lb


SENSES 0 0
>
Weight per ammo: 0 lb Weight per ammo: 0 lb
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 v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
Eldritch Knight, level 12:
◆ Dueling Fighting Style (Fighter 1, PHB 72)
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons
◆ Second Wind (Fighter 1, PHB 72) [1d10+12, 1× per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] PERSONALITY TRAITS
I can take one additional action on my turn on top of my normally allowed actions
◆ Spellcasting (Eldritch Knight 3, PHB 75) [3 cantrips & 8 spells known]
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability
◆ Weapon Bond (Eldritch Knight 3, PHB 75)
I can bond with up to two weapons by spending a short rest with each IDEALS
I can't be disarmed of a bonded weapon and I can summon one as a bonus action
◆ War Magic (Eldritch Knight 7, PHB 75)
When I use my action to cast a cantrip, I can make a weapon attack as a bonus action
◆ Indomitable (Fighter 9, PHB 72) [1× per long rest]
I can reroll a failed saving throw, but must keep the new result
BONDS
◆ Eldritch Strike (Eldritch Knight 10, PHB 75)
A creature hit by my weapon attack has disadv. on the save vs. the next spell I cast
This lasts until the end of my next turn

Bladesinger, level 8:
FLAWS
◆ 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]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability Feature Name: Retainers
I can use an arcane focus as a spellcasting focus for my wizard spells
I have the service of three retainers loyal to me family, one of whom
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
is another noble and my squire. My other retainers are commoners
◆ Bladesong (Tradition of Bladesinging 2, TCoE 76) [Proficiency bonus per long rest]
who can perform mundane tasks for me, but they do not fight for
As a bonus action, I can start the bladesong for 1 minute; I can dismiss it at any time
me, will not follow me into obviously dangerous areas (such as
It stops when I wear a shield, medium or heavy armor, or attack with two hands
dungeons), and will leave if they are frequently endangered or
While the bladesong is active I have the following benefits:
abused.
• Armor Class bonus equal to my Intelligence modifier (minimum of 1)
BACKGROUND FEATURE
• My base walking speed increases by 10 feet
• Advantage on Dexterity (Acrobatics) checks
• Intelligence modifier bonus (minimum of 1) to Constitution saving throws to maintain High Elf (+2 Dexterity, +1 Intelligence)
concentration Trance: Elves don't need to sleep, but meditate semiconsciously, for
◆ Training in War and Song (Tradition of Bladesinging 2, TCoE 76) 4 hours a day. While meditating, I can dream after a fashion; such
I gain proficiency with light armor, a one-handed melee weapon, and Performance dreams are actually mental exercises that have become reflexive
◆ Extra Attack (Tradition of Bladesinging 6, TCoE 77) through years of practice. After resting in this way, I gain the same
I can attack twice instead of once when I take the Attack action on my turn benefit that a human does from 8 hours of sleep, thus needing only
Moreover, I can cast one of my cantrips in place of one of those attacks. 4 hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard spell list.
Intelligence is my spellcasting ability for it.

CLASS FEATURES RACIAL TRAITS

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


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
81 - 120 lb
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
◆ Martial Versatility (Fighting Style Enhancement, TCoE 42)
When I reach a level that grants the ASI feature I can do one of the following > FEAT:

• Replace a Fighting Style I know with another one available to fighters


• If I know any maneauvers from the Battle Master, I can replace one maneauver I know for
another

> FEAT:

> FEAT:

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Medium
Maester
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 v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
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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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
Spell Sheet Options

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

Maester
4 3 3 3 2 SLOTS
SPELL 1 0 0 0
CHARACTER NAME

ELDRITCH KNIGHT SPELLS Intelligence +5 DC 19


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
0 0

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Booming Blade Melee wea atk with cast; hit: 0d8 Thunder dmg, if it moves next rnd +1d8; +1d8 at CL5, 11, & 17 — Evoc 1a 5 ft V,M Instantaneous S 142
> 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
> 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

1ST LEVEL

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

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dispel Magic Dispel all magical effects on crea or object; make DC 10+SL spellcasting ability check if above SL used — Abjur 1a 120 ft V,S Instantaneous P 234
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta23 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
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 can’t 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 anybody’s 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 hostile’s space once by winning opposing Can’t 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 doesn’t 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) Can’t 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 grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t 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. Can’t 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. Can’t 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 Can’t 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 ½ speed) or stand up (costs ½ 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 can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t 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. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t 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. opponent’s 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 doesn’t 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. Can’t 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 nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s 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 ½ 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 ½ 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 ½ 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 creature’s 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 ½ 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 v13.0.0beta23 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet

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