Maester of Purity (DND Character)
Maester of Purity (DND Character)
Maester of Purity (DND Character)
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
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
+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
+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 Persuasion (Cha) 0 > Attack (3 attacks per action) Second Wind < <
SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
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.
> FEAT:
> FEAT:
> FEAT:
FEATS
WEIGHT
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
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
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
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
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
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)