Atticus Smith: 11 Thief 7, Bard (College of Lore) 4 Soldier Human 85,000

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11 Thief 7, Bard (College of Lore) 4


Atticus Smith
LEVEL & CLASS PLAYER NAME

Soldier Human 85,000 Add: -21,000100,000


BACKGROUND Scout RACE EXPERIENCE Next Level
CHARACTER NAME

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

12 +4 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
+6 Arcana (Int) > Bardic Inspiration (d6) 5 LR 3e Hand Crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE ● +7 Athletics (Str) > Song of Rest (d6) LANGUAGES TOOLS & OTHERS

+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

12 ●● +14 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +10 Persuasion (Cha) > Cunning Action < Uncanny Dodge <

CHARISMA +6 Religion (Int) > Fast Hands < Cutting Words <

+5 +7 Sleight of Hand (Dex) > Bardic Inspiration < <

● +9 Stealth (Dex) > < <

+4 Survival (Wis) > < <


20
● +9 Thieves' tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

20 PASSIVE WISDOM (PERCEPTION) Rapier +1 (silvered) ✔ Dex Melee +9 1d8+5 Piercing


>
Finesse; Sneak attack 4d6
DESCRIPTION

Shortbow +1 ✔ Dex 80/320 ft +9 1d6+5 Piercing


>
Ammunition, two-handed; Sneak attack 4d6
SENSES
>

NAME TOTAL NAME TOTAL


Arrows 20 Silver Arrows 18 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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]
Add Features
Thief, level 7:
◆ Expertise (Rogue 1) [with four skills] I'm always polite and respectful
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1) [4d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
◆ Thieves' Cant (Rogue 1)
I know the secret rogue language that I can use to convey messages inconspicuously Live and Let Live: Ideals aren't worth killing over or going to war
◆ Cunning Action (Rogue 2) for. (Neutral)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Fast Hands (Thief 3) IDEALS
As a bonus action, I can do one of the following:
- Make a Dexterity (Sleight of Hand) check Those who fight with me are those worth laying down my life
- Use my thieves' tools to disarm a trap or open a lock for.
- Take the Use an Object action
◆ Second-Story Work (Thief 3)
BONDS
I climb at my normal speed; I add my Dex modifier to the distance of a running jump
◆ Uncanny Dodge (Rogue 5)
A disastrous mistake I made in battle cost many lives― I will do
As a reaction, I halve the damage of an attack from an attacker that I can see
anything to keep that mistake a secret.
◆ Evasion (Rogue 7)
My Dexterity saves vs. areas of effect negate damage on success and halve it on failure
FLAWS

Bard (College of Lore), level 4:


◆ Bardic Inspiration (Bard 1) [d6, Charisma modifier per long rest]
As a bonus action, a creature in 60 ft that can hear me gets an inspiration die (max 1) Feature Name: Military Rank
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
I have a military rank from my career as a soldier. Soldiers loyal to
This addition can be done after seeing the d20 roll, but before knowing the outcome
my former military organization still recognize my authority and
◆ Spellcasting (Bard 1) [3 cantrips & 7 spells known]
influence. I can invoke my rank to influence soldiers and temporarily
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
requisition simple equipment or horses. I can usually gain access to
I can use a musical instrument as a spellcasting focus
friendly military encampments and fortresses where my rank is
I can cast my known bard spells as rituals if they have the ritual tag
recognized.
◆ Jack of All Trades (Bard 2)
BACKGROUND FEATURE
I can add half my proficiency bonus to any ability check that doesn't already include it
◆ Song of Rest (Bard 2) [d6]
Those that use HD and can hear my performance during a short rest get extra healing Human (+1 to all ability scores)
◆ Expertise (Bard 3) [with two skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Bonus Proficiencies (College of Lore 3)
I gain proficiency with three skills of my choice
◆ Cutting Words (College of Lore 3)
As a reaction, when a foe within earshot & 60 ft rolls ability check, attack or damage,
I can subtract a Bardic Inspiration die from the result unless the foe can't be charmed

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

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


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

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


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]
Male 27 Medium 6'1" 185lbs
Atticus Smith
GENDER AGE SIZE HEIGHT WEIGHT

Neutral Evil Brown Green


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


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]
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

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

BARD SPELLS Charisma +9 DC 17


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

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
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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

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 v12.998 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

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