Atticus Smith: 11 Thief 7, Bard (College of Lore) 4 Soldier Human 85,000
Atticus Smith: 11 Thief 7, Bard (College of Lore) 4 Soldier Human 85,000
Atticus Smith: 11 Thief 7, Bard (College of Lore) 4 Soldier Human 85,000
F AC DESCRIPTION
+3 STR ● +8 INT
PRO
12 Armor Leather +1
61 +4 16
Set Max HP
STRENGTH ● +9 DEX +2 WIS
Shield
+2 +2 CON
RESISTANCES
+6 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor
Magic
Fire
14 Misc
Temporary Hit Points: Misc
DEXTERITY
Ring of Fire Resist: 1/2 dmg from
41
+7 ARMOR
+4 fire
Stone of Good Luck: +1 to all saves
CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION
and ability checks; Dex save vs.
18 SUCCESSES LEVEL DIE USED ENCUMBERED
area effects: fail ― half dmg, 11 d8+1 0 20 ft, climb 20 ft
Show 2nd DC
CONSTITUTION
success ― no dmg
FAILURES
30 ft, 17 ABILITY
SAVE DC
CHARISMA
SAVING THROWS climb 60 ft
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+13 Acrobatics (Dex) ● Light
PRO
●● Medium Heavy Shields
PRO
+3
●● +14 Deception (Cha) > Pipes of Haunting 3 Dawn 1 Thieves' Cant Thieves' tools
+6 History (Int) > Lucky (attack/check/save) 3 LR Common Musical instrument
●● +10 Insight (Wis) Elvish Gaming Set
16
>
● +10 Intimidation (Cha) > Infernal Vehicles (land)
●● +12 Investigation (Int) >
WISDOM
+4 Medicine (Wis) >
+1 +6 Nature (Int)
●● +10 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +10 Persuasion (Cha) > Cunning Action < Uncanny Dodge <
CHARISMA +6 Religion (Int) > Fast Hands < Cutting Words <
SKILLS ACTIONS
>
Dark Gifts:
◆ Cone of Cold spell 3 MORE times CLASS FEATURES RACIAL TRAITS Racial Options
◆ Scrying spell 1 MORE times
◆ Lightning bolt spell 2 MORE times
6
ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB
◆ +4 to charisma score CP
> Backpack, with
◆ Can die 3 times, resurrected each time
5 > Thieves' tools 1 > Elixir of Youth
> -◆ Can
Bagwalk
of 1000 ball bearings
on walls & ceilings
1 2 > Playing card set > Cackle Fever Elixir
>
>
-◆ Can
String,
-- No
feet of 10 > Trumpet
speak infernal, but if you speak infernal smoke issues from your pores
Bellteeth - teeth back after dying 3 times > Song Book 5
>
>
Pale Tincture (DC 16 poison)
Pipe which makes skulls
1,990 SP
> -- Eye
Candles
on front of right leg
5 > Guide to Fine Wines book 5 > Pipes of Haunting EP
> -- Can't
Crowbar
take no for an answer
5 > 500g aquamarine gem > Cassava Root
> -- right
Hammerside of face is sagging/had a stroke
3 > Copy of map of Barovia > Assassin's Blood (DC 10 poison)
>
>
- Pitons
- Hooded lantern
10 0.25 > 50g gemstone
2 > Red Dragon Crush Wine
31
2
> Book describing mordecainan's magnificent mansion
> Gold Hawk (250gp)
5
5
696 GP
> - Oil, flasks of 2 1 > Wanted poster of me > 100gp Pearl (used for identify) PP
> - Rations, days of 10 2 > Dagger 1 >
> - Tinderbox 1 > Doll for Gertruda >
WEIGHT CARRIED
> - Waterskin 5 > Goat Coat >
135 lb
> - Hempen rope, feet of 50 0.2 > Spare Rapier 2 >
ENCUMBERED
> > Insignia of Rank (purple dragons) ATTUNED MAGICAL ITEMS
71 - 140 lb
> > > Ring of Fire Resistance HEAVILY ENCUMBERED
> > > Stone of Good Luck 141 - 210 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 57.5 SUBTOTAL 14 SUBTOTAL 10 211 - 420 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
> FEAT: Lucky PHB, page 167
Use one of three luck points to roll an extra d20 for attacking,
being attacked, an ability check, or a saving throw before the
outcome is determined. If more than one creature uses luck, no
extra dice are rolled. I regain expended luck points when I finish
a long rest.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
TO CHANGE
THIS ICON
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
CLICK HERE
TO CHANGE
THIS ICON
COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Atticus Smith
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
> Vicious Mockery 1 creature save or 1d4 Psychic dmg and dis. on next attack roll; +1d4 at CL 5, 11, and 17 Wis Ench 1a 60 ft V Instantaneous P 285
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
> Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
> Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) — Div 1 min Touch V,S,Mƒ Instantaneous P 252
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Detect Thoughts 1 a read thougths of visible Int>3 crea or detect presence of invisible within 30 ft; save for probing Wis Div 1a Self V,S,M Conc, 1 min P 231
> Phantasmal Force 1 crea save or sees 10 ft cube illusion that does 1d6 Psychic dmg/rnd; Int(Investigation) vs. Spell DC Int Illus 1a 60 ft V,S,M Conc, 1 min P 264
> Suggestion 1 crea save or follow understood reasonable stated course of action; ends if you or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
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)