Aluker

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Name: Aluker Player: Frey


7 Class: Druid (UA:PT-viii) (Circle of Wildfire)
Experience: 23,000 Add: Next level: 34,000
Background: Hermit Worked on my art, literature, music, or manifesto
LEVEL Race: Firbolg Size: Medium Height: 2m1 Weight: 103kg
Gender: Male Hair: Short Black Eyes: Black Skin: Tanned
Age: 40 Alignment: Neutral Faith:

Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC
+2 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC +8 Animal Handling (WIS)
+3
10
STR 0 0
PROFICIENCY 0 Arcana (INT)

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BONUS +
STRENGTH
8+
Wis 16 0 Athletics (STR)

14
DEX +2 +2 Senses 0 Deception (CHA)
DEXTERITY
Proficiency 0 History (INT)
18 Passive Perception
CON +3 +3
Bonus +5 Insight (WIS)
17
CONSTITUTION 0 Intimidation (CHA)
INSPIRATION
0 Investigation (INT)
10 INT 0 +3
INTELLIGENCE Limited Features SR LR Dawn +8 Medicine (WIS)
0 Nature (INT)
20
WIS +5 +8
FEATURE MAX. USAGES RECOVERY USED

WISDOM 3
Wild Shape (6 forms known; CR 1/2, no Fly; 3 h; 7 Temp HP) LR +8 Perception (WIS)
Wild Resurgence 1 LR 0 Performance (CHA)
10 CHA 0 0 Detect Magic (Firbolg Magic) 1 SR 0 Persuasion (CHA)
CHARISMA
Disguise Self (Firbolg Magic) 1 SR +3 Religion (INT)
Hidden Step 1 SR +2 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +2 Stealth (DEX)
+5 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +2 Initiative 2 +
30 ft 20 ft
Defense Health

AC DURING REST Set Max HP WOUNDS


11 ARMOR
BONUS Leather
+

13
SHIELD TEMPORARY HP
BONUS
CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 59 Heal
DIE LIVE
7 × d8 + 3
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
1
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks PER
ATTACKS
ACTION Actions
WEAPON / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN.
Club ✔ Str Melee +3 1d4 Bludgeoning Attack / Cast a Spell
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Light Dash / Disengage / Dodge

Quarterstaff ✔ Str Melee +3 1d6 Bludgeoning Escape Grapple / Help / Hide


Versatile (1d8) Ready / Search / Use Object
Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

Summon Wildfire Spirit


BONUS ACTIONS REACTIONS USED THIS ROUND

Wild Shape (start/end) Opportunity Attack


Command Wildfire Spirit
Hidden Step
TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Firbolg (+1 Strength, +2 Wisdom) Hidden Step: Once per short rest, as a bonus action, I
turn invisible until the start of my next turn as per the invisibility spell.
Powerful Build: I count as one size larger for the weight I can carry. IDEAL
Firbolg Magic: I can cast the Detect Magic and Disguise Self spells each once per short rest.
With Disguise Self I can seem up to 3 feet shorter. Wisdom is my ability for these spells.
Speech of Beast and Leaf: I can make my words understood, in a limited manner, by beasts
BOND
and plants. I have advantage on Charisma checks to influence them.

Class Features
Choose Feature

FLAW
Druid (UA:PT-viii) (Circle of Wildfire), level 7:
◆ Druidic (Druid (UA:PT-viii) 1, UA23PT8 8)
I know Druidic; Hidden messages with it can only be understood by those who know
Druidic.
Others can spot messages written in Druidic with a DC15 Investigation check.
Feats
I also always have the Speak with Animals spell prepared.
◆ Primal Order (Druid (UA:PT-viii) 1, UA23PT8 8)
FEAT: Magic Initiate [Druid] [PHB 168]
Choose a Primal Order using the "Choose Feature" button above. The chosen option will
I learn two cantrips and one 1st-level spell of my choice from the druid's spell list. I can
appear in pg 3's Notes section.
cast the 1st-level spell at its lowest level once per long rest without using a spell slot. If I'm
◆ Spellcasting (Druid (UA:PT-viii) 1, UA23PT8 9) [3 cantrips known & 11 spells prepared]
a druid, I can also cast the 1st-level spell by expending a spell slot as normal. Wisdom is
I can use a Druidic Focus as a spellcasting focus for my Druid spells.
my spellcasting ability for these spells.
I can cast my prepared Druid spells as Rituals if they have the Ritual tag.
FEAT: Elemental Adept [fire] [PHB 166]
I can swap a known Druid cantrip for another every time I gain a Druid lvl.
Spells I cast ignore resistance to fire damage. For any spell I cast that deals fire damage, I
◆ Wild Companion (Druid (UA:PT-viii) 2, UA23PT8 9)
can treat any 1 on a damage die as a 2.
I can expend a use of Wild Shape or a spell slot to cast Find Familiar without material
comp.
The Familiar always has the Fey type and disappears when I finish a Long Rest.
FEAT:
◆ Wild Shape (Druid (UA:PT-viii) 2, UA23PT8 9) [6 forms known; CR 1/2, no Fly; 3 h; 7
Temp HP, 3× per long rest]
As a Bonus Action, I assume the shape of a Beast I have seen before with the following
rules:
• I gain all its game statistics except HD, HP, Int, Wis, Cha, & Proficiency Bonus; FEAT:
• I retain class features, languages, & feats, but I don't retain special senses;
• I also retain my personality, memories, & ability to speak;
• I keep my skill/saving throw prof.; if it has the same prof, I use whichever bonus is
higher;
• I can't cast spells in Beast form, but transforming doesn't break Concentration; Add Equipment
• I can choose whether equipment falls to the ground, merges, or stays worn;
Equipment
• I gain Temp HP equal to my Druid level;
I revert by running out of time, using Wild Shape again, or using a Bonus Action to end A G LBS A G LBS
it.
I regain one expended use of Wild Shape when I finish a Short Rest.
I know a number of forms equal to 2 + half my Druid lvl (round up).
◆ Circle Spells (Circle of Wildfire 3)
My link to a wildfire spirit grants me access to spells, which count as druid spells to me
These are always prepared, but don't count against the number of spells I can prepare
◆ Summon Wildfire Spirit (Circle of Wildfire 3)
As an action, I can expend a use of wild shape to summon a wildfire spirit within 30 ft
All within 10 ft of where it manifests must make a Dex save or take 2d10 fire damage
It is friendly and obeys my commands; It lasts for 1 hour, until it has 0 HP, or I die
Unless I use a bonus action to command it, it only takes the Dodge action on its turn
It can always take reactions and move on its turn; It acts on my initiative, after me
It disappears if I summon another; See "Wildfire Spirit" on a companion page for its stats
◆ Wild Resurgence (Druid (UA:PT-viii) 5, UA23PT8 10) [1× per long rest]
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If I have no uses of Wild Shape left, I can give myself one by expending a spell slot (no
Background Feature
action required). I can do this only once per turn.
Once per Long Rest, I can convert 1 use of Wild Shape into a 1st-lvl spell slot.
Discovery UA22CO
◆ Enhanced Bond (Circle of Wildfire 6)
The quiet seclusion of my extended hermitage gave me access to a unique and powerful
While my wildfire spirit is present, I can have my spells originate from it (no range 'self')
discovery. The exact nature of this revelation depends on the nature of my seclusion. It
Also, I can then add 1d8 to a single roll of my spells that restore HP or deal fire damage ATTUNED MAGICAL ITEMS (MAX 3)
might be a great truth, a hidden site, a long forgotten fact, or unearthed some relic of the
past that could rewrite history.
◆ Elemental Fury (Druid (UA:PT-viii) 7, UA23PT8 10)
As a Hermit, I gain the Magic Initiate (UA22CO) feat at 1st level, with my choice of either
Choose an Elemental Fury option using the "Choose Feature" button above. The chosen
the Druid or Ranger variant.
Proficiencies
option will appear in pg 3's Notes section.
E CARRYING CAPACITY TOTAL WEIGHT
E E HEA IL E E E H AG LI T
101 - STR × 10 STR × 30STR × 20 301 - STR × 30 - 60
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: 200 lb 300 lb
-10 FT SPEED -20 FT SPEED
600 lb
SPEED = 5 FT 0.1 lb
DISADV. STR, DEX, CON
GEAR & COINS
WEAPONS: SIMPLE MARTIAL OTHER: PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
Poor
= 10 GP =10 SP = 5 SP = 10 CP

Languages Tools & Others 5 DAILY PRICE: 2 sp


Common Herbalism Kit GEMS AND OTHER VALUABLES:
Druidic Elvish
Draconic Giant
Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Aluker

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED
SOME FOOD AND DRINK.
PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES

1 Disadvantage on Ability Checks


2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws

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4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
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Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Other Holdings
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Wildfire Race: Wildfire Spirit Size: Small Type: Elemental
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF.


BONUS
Skills Attacks PER
ATTACKS
ACTION 1
STR +2 Acrobatics +2 Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
10 0 0 Animal Flame Seed ✔ Wis 60 ft +8 1d6+3 Fire
STRENGTH +2 +1 Nature
Handling
Ranged weapon attack
+1 Arcana +2 Perception
14 DEX +2 +2 Fiery Teleportation ✔ Wis 5-ft radius DC 16 1d6+3 Fire
0 Athletics 0 Performance
DEXTERITY
0 Deception 0 Persuasion Dex save for all within 5 ft of teleportation origin, success - no damage; See traits

14 CON +2 +2 +1 History +1 Religion Fiery Manifestation ✔ Wis 10-ft radius DC 16 2d6 Fire
CONSTITUTION Sleight of
+2 Insight +2 Dex save for all within 10 ft where spirit is summoned, success - no damage
Hand
13 INT +1 +1 0 Intimidation +2 Stealth
INTELLIGENCE +1 Investigation +2 Survival +2 Initiative 2 + 30 ft, fly 30 ft (hover)

DEX MISC. SPEED


15 WIS +2 +2 Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE

11 CHA 0 0
Heal
DC10
13
I I

CHARISMA TEMPORARY HP II II
CURRENT
AC 40
III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION 12 MAX HIT POINTS HIT DICE × +
Darkvision 60 ft
LEVEL DIE CON USED

Features Traits
◆ Damage Immunities: fire. ◆ Fiery Teleportation: The spirit and each willing creature of its creator's choice within 5 ft
◆ Condition Immunities: charmed, frightened, grappled, prone, restrained. of it teleport up to 15 ft to unoccupied spaces its creator can see. Then each creature within
◆ Languages: understands the languages of its creator. 5 ft of the space that the spirit left must succeed on a Dexterity saving throw against its
◆ Creator: The spirit obeys the commands of its creator and has the same +3 creator's spell save DC or take fire damage equal to 1d6 + its proficiency bonus.
proficiency bonus. It takes its turn immediately after its creator, on the ◆ Fiery Manifestation: The spirit appears in an unoccupied space of its creator's choice that
same initiative count. It can move and take reactions on its own, but only its creator can see within 30 ft. Each creature within 10 ft of the spirit (other than its
takes the Dodge action on its turn unless its creator takes a bonus action to creator) when it appears must succeed on a Dexterity saving throw against its creator's spell
command it to take another action. If its creator is incapacitated, it can Proficiency save DC or take 2d6 fire damage.
take any action, not just Dodge. Bonus

Notes Visibility Options

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Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Wild Shape Options CHARACTER: Aluker
MAX USAGES DURATION LIMITATIONS
Wild Shapes
3× per long rest 3 hours max CR 1/2, no Fly 3 h;

Make a Selection PROFICIENCY


BONUS
Type: Size: HD: CR:
ABILITY MODIFIER SAVING THROW PROF.
BONUS Skills Passive Perception Combat Initiative SPEED
STR Acrobatics Insight Performance
STRENGTH Animal Handling Intimidation Persuasion WOUNDS
Arcana Investigation Religion
DEX Athletics Medicine Sleight of Hand TEMPORARY HP
CURRENT
DEXTERITY Deception Nature Stealth AC
CON
History Perception Survival HP
CONSTITUTION Traits & Features MAX HIT POINTS
INT
INTELLIGENCE ATTACK / DESCRIPTION RANGE TO HIT DAMAGE DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

Make a Selection PROFICIENCY


BONUS
Type: Size: HD: CR:
ABILITY MODIFIER SAVING THROW PROF.
BONUS Skills Passive Perception Combat Initiative SPEED
STR Acrobatics Insight Performance
STRENGTH Animal Handling Intimidation Persuasion WOUNDS
Arcana Investigation Religion
DEX Athletics Medicine Sleight of Hand TEMPORARY HP
CURRENT
DEXTERITY Deception Nature Stealth AC
CON
History Perception Survival HP
CONSTITUTION Traits & Features MAX HIT POINTS
INT
INTELLIGENCE ATTACK / DESCRIPTION RANGE TO HIT DAMAGE DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

Make a Selection PROFICIENCY


BONUS
Type: Size: HD: CR:
ABILITY MODIFIER SAVING THROW PROF.
BONUS Skills Passive Perception Combat Initiative SPEED
STR Acrobatics Insight Performance
STRENGTH Animal Handling Intimidation Persuasion WOUNDS
Arcana Investigation Religion
DEX Athletics Medicine Sleight of Hand TEMPORARY HP
CURRENT
DEXTERITY Deception Nature Stealth AC
CON
History Perception Survival HP
CONSTITUTION Traits & Features MAX HIT POINTS
INT
INTELLIGENCE ATTACK / DESCRIPTION RANGE TO HIT DAMAGE DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

Make a Selection PROFICIENCY


BONUS
Type: Size: HD: CR:
ABILITY MODIFIER SAVING THROW PROF.
BONUS Skills Passive Perception Combat Initiative SPEED
STR Acrobatics Insight Performance
STRENGTH Animal Handling Intimidation Persuasion WOUNDS
Arcana Investigation Religion
DEX Athletics Medicine Sleight of Hand TEMPORARY HP
CURRENT
DEXTERITY Deception Nature Stealth AC
CON
History Perception Survival HP
CONSTITUTION Traits & Features MAX HIT POINTS
INT
INTELLIGENCE ATTACK / DESCRIPTION RANGE TO HIT DAMAGE DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Aluker
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Spells to prepare: 12
Druid Spells Spell attack modifier: +8 Spellcasting ability
Spell save DC: 16 Wisdom

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 Produce Flame (UA23BC) Flame 20 ft bright light; once 60 ft ranged spell attack for 2d8 Fire dmg — Conj 1 bns Self V,S 10 min (D) U 23
AT
WILL Shillelagh (UA23BC) Club/Quarterstaff I hold does d8 Bludg/Force dmg & uses spllcstng ablty instead of Str; d10 at CL5, d12 —
at 11, 2d6
Trans
at 171 bns Touch V,S,M 1 min U 23

1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
Beast Bond Telepathic link with 1 beast Int<4 while in line of sight; beast has adv. on attacks vs. crea I can see — Div 1a Touch V,S,M Conc, 10 min X 150
) Burning Hands All in area 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a S:15ft cone V,S Instantaneous P 220
Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
Create or Destroy Water Create/destroy 10+10/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 living creature heals 1d8+1d8/SL+5 (Wis) HP — Evoc 1a Touch V,S Instantaneous P 230
) Cure Wounds (UA23PT8) 1 living creature heals 2d8+2d8/SL+5 (Wis) HP — Abjur 1a Touch V,S Instantaneous U 19
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
Earth Tremor All crea in range except me save or 1d6+1d6/SL Bludgeoning dmg and prone; loose ground is dif. ter. Dex Evoc 1a 10 ft V,S Instantaneous X 155
Entangle 20-ft square save or restrained; Str check vs. Spell DC to escape; for duration area is difficult terrain Str Conj 1a 90 ft V,S Conc, 1 min P 238
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
SP Find Familiar (R) Gain the services of a fey familiar; can see through its eyes; it can deliver touch spells; see B — Conj 1h 10 ft V,S until Long Rest P 240
SP Find Familiar (UA23DP) (R)Gain the services of a fey familiar; can see through its eyes; it can deliver touch spells; see B — Conj 1h 10 ft V,S until Long Rest U 18
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
Goodberry Create 10 berries; 1 a to eat 1 berry: heal 1 HP, nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246
Healing Word 1 living creature heals 1d4+1d4/SL+5 (Wis) HP — Evoc 1 bns 60 ft V Instantaneous P 250
Healing Word (UA23PT8) 1 living creature heals 2d4+2d4/SL+5 (Wis) HP — Abjur 1 bns 60 ft V Instantaneous U 20
Ice Knife Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg Dex Conj 1a 60 ft S,M Instantaneous X 157
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,M 1 min P 254
Jump (UA23PT7) For duration, 1+1/SL creature(s) can jump 30 ft using 10 ft of movement — Trans 1 bns Touch V,S,M 1 min U 43
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1h P 256
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
Snare 5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch S,M† 8 h, till trigger X 165
Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self V,S 10 min P 277
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282

2nd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Air Bubble Create spectral globe of fresh air around a head of 1+2/SL willing creatures, lasts for the duration — Conj 1a 60 ft S 24 h SJ 22
Animal Messenger (R) Tiny beast delivers 25 word message up to 25 miles (50 miles if flyer); +48h/SL duration — Ench 1a 30 ft V,S,M 24 h P 212
Barkskin 1 willing crea AC cannot be reduced below 16, regardless of armor it is wearing — Trans 1a Touch V,S,M Conc, 1 h P 217
Beast Sense (R) Use 1 willing beast's senses; I'm blinded and deafened while doing so — Div 1a Touch S Conc, 1 h P 217
Darkvision 1 willing creature has darkvision 60 ft for the duration — Trans 1a Touch V,S,M 8h P 230
Dust Devil 5-ft cube; all in 5-ft 1d8+1d8/SL Bludg. dmg and pushed 10 ft away; save halves, no push; see book Str Conj 1a 60 ft V,S,M Conc, 1 min X 154
Earthbind 1 creatures save or fly speed is reduced to 0; airborne creatures safely descend at 60 ft per round Str Trans 1a 300 ft V Conc, 1 min X 154
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
Flame Blade Summon fiery blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Fire dmg; 10 ft bright light — Evoc 1 bns Self V,S,M Conc, 10 min P 242
) Flaming Sphere 2.5-ft rad flaming sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Fire dmg; save halves Dex Conj 1a 60 ft V,S,M Conc, 1 min P 242
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 S:60ft line V,S,M Conc, 1 min P 248
Healing Spirit 5-ft cube; any living crea I see start/enter heals 1d6+1d6/SL HP; 1+5 (Wis) uses; bns a move it 30 ft — Conj 1 bns 60 ft V,S Conc, 1 min X 157
Heat Metal 1 metal obj on touch 2d8+1d8/SL Fire dmg; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,M Conc, 1 min P 250
Hold Person 1+1/SL humanoids, 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 Animal/Plants (R) Learn direction and distance to closest named or described kind of beast or plant within 5 miles — Div 1a Self V,S,M Instantaneous P 256
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
Moonbeam 5-ft rad 40-ft high all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B Con Evoc 1a 120 ft V,S,M Conc, 1 min P 261
Pass Without Trace Any within 30-ft rad +10 Dex(Stealth) checks, leave no tracks, can't be tracked by nonmagical means — Abjur 1a Self V,S,M Conc, 1 h P 264
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
) Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray — Evoc 1a 120 ft V,S Instantaneous P 273
Skywrite (R) Write up to 10 words with clouds in a part of the sky I can see; strong wind can diperse the clouds — Trans 1a Sight V,S Conc, 1 h X 165
Spike Growth 20-ft rad difficult terrain; all 2d4 Piercing dmg per 5 ft moved; Wis(Perc) vs. Spell DC to recognize — Trans 1a 150 ft V,S,M Conc, 10 min P 277
Summon Beast Summon choice of Bestial Spirit; obeys commands; takes turn after mine; disappears at 0 hp (200gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 109
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter); Spell Sheet 1/3 Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Warding Wind Strong (20 mph) wind around me deafens/extinguishes unprotected flames/dif. ter./ranged wea dis. — Evoc 1a S:10-ft rad V Conc, 10 min X 170
Wither and Bloom 10-ft rad any crea 2d6+1d6/SL Necrotic dmg, save half; 1 crea can heal using 1+1/SL HD; see B Con Necro 1a 60 ft V,S,M Instantaneous SC 38

3rd Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Call Lightning 60-ft rad 10-ft high cloud; 1 a all in 5-ft rad under cloud 3d10+1d10/SL Lightning dmg; save half Dex Conj 1a 120 ft V,S Conc, 10 min P 220
Conjure Animals Summon 2+2/2SL CR of beasts; obey my verbal commands — Conj 1a 60 ft V,S Conc, 1 h P 225
Conjure Animals (UA23PT8)
Summon Large swarm of spectral animals; atk those enter within 10 ft of swarm for 2d10+5 (Wis) Rad dmg;
— SeeConj
bk 1a 60 ft V,S Conc, 10 m U 18
Daylight 60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of SL 4+ works in it — Evoc 1a 60 ft V,S 1h P 230
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Wisdom check (+5) — Abjur 1a 120 ft V,S Instantaneous P 234
Erupting Earth 20-ft cube all crea 3d12+1d12/SL Bludgeoning dmg; save halves; area becomes difficult terrain Dex Trans 1a 120 ft V,S,M Instantaneous X 155
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
Flame Arrows 12+2/SL ammunition drawn from touched quiver do +1d6 Fire damage on a successful hit — Trans 1a Touch V,S Conc, 1 h X 156
Meld into Stone (R) I merge into a stone object large enough to contain me; can't see through the stone; see book — Trans 1a Touch V,S 8h P 259
) Plant Growth 1 a: 100-ft rad plants overgrow for 1/4 speed; 8h: 1 mile diameter plants yield double food at harvest — Trans 1 a/8h 150 ft V,S Instantaneous P 266
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
) 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
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 Plants Speak with plants in range about last 24h events; turn difficult plant terrain to normal or vice versa — Trans 1a S:30-ft rad V,S 10 min P 277
Summon Fey Summon choice of Fey Spirit; obeys commands; takes turn after mine; disappears at 0 hp (300gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 112
Tidal Wave 30-ft x 10-ft, 10-ft high all crea 4d8 Bludg. dmg and prone; save halves not prone; extinguish flames Dex Conj 1a 120 ft V,S,M Instantaneous X 168
Wall of Water 30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; range wea dis.; Fire dmg half; Cold dmg freezes — Evoc 1a 60 ft V,S,M Conc, 10 min X 170
Water Breathing (R) 10 willing creatures can breathe underwater for the duration — Trans 1a 30 ft V,S,M 24 h P 287
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 1h P 287
Wind Wall 50×1×15ft (l×w×h) wall, any line-shape, at cast all in 3d8 Bludg. dmg; save halves; blocks arrows Str Evoc 1a 120 ft V,S,M Conc, 1 min P 288

4th Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
) Aura of Life Me + any crea while in area Necrotic dmg resist.; at turn start, 0 HP living in area heal 1 HP — Abjur 1a S:30-ft rad V Conc, 10 min P 216
Blight 1 creature takes 8d8+1d8/SL Necrotic dmg; save halves; plants have dis. on save Con Necro 1a 30 ft V,S Instantaneous P 219
Charm Monster 1+1/SL creatures, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h X 151
Confusion 10+5/SL-ft rad all save or confused, see book; extra save at end of every turn Wis Ench 1a 90 ft V,S,M Conc, 1 min P 224
Conj. Minor Elementals Summon 2+2/2SL CR of elementals; obey my verbal commands — Conj 1 min 90 ft V,S Conc, 1 h P 226
Conjure Minor Elementals (UA23PT8)
Atks within 15 ft deal +2d8+2d8/SL Bludg/Cold/Fire/Lghtng dmg; Ground within 15 ft Difficult Terrain
— Conj 1a S:15ft rad V,S Conc, 10 m U 19
Conj. Woodland Beings Summon 2+2/2SL CR of fey; obey my verbal commands — Conj 1a 60 ft V,S,M Conc, 1 h P 226
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
Dominate Beast 1 beast save or charmed, follows telepathic commands, 1 a for complete control; +SL for duration Wis Ench 1a 60 ft V,S Conc, 1 min P 234
Elemental Bane 1+1/SL crea, each max 30 ft apart, save or 1 energy: lose resist. to it & +2d6 to first dmg with it/turn Con Trans 1a 90 ft V,S Conc, 1 min X 155
) Fire Shield Fiery shield gives either Fire or Cold dmg resist. and deals 2d8 of the other dmg type to melee attackers — Evoc 1a Self V,S,M 10 min (D) P 241
Fount of Moonlight (UA23PT8)
Melee atks +2d6 Rad dmg; Resistance to Rad; Rea to force crea save or be Blinded; emit light; See bk Con Evoc 1a S V,S Conc, 10 m U 20
Freedom of Movement 1 willing crea; magic cannot reduce speed, paralyze, restrain; use 5 ft to escape nonmagical restraints — Abjur 1a Touch V,S,M 1h P 244
Giant Insect Transform centipedes, spiders, wasps, or scorpions into giant versions; obey my verbal commands — Trans 1a 30 ft V,S Conc, 10 min P 245
Grasping Vine Conjure vine with 30 ft reach; bns a to direct to 1 crea save or pulled 20 ft to vine Dex Conj 1 bns 30 ft V,S Conc, 1 min P 246
Guardian of Nature I transform into a Primal Beast (offensive bonuses) or a Great Tree (defensive bonuses); see book — Trans 1 bns Self V Conc, 1 min X 157
Hallucinatory Terrain 150-ft cube of terrain resembles some other sort of terrain; Int (Investigation) vs. Spell DC; see book — Illus 10 min 300 ft V,S,M 24 h P 249
Ice Storm 20-ft rad 40-ft high all crea 2d8+1d8/SL Bludg. dmg & 4d6 Cold dmg; save half; 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
Polymorph 1 creature with > 0 HP save or transformed into beast of choice of same CR or lower; see book Wis Trans 1a 60 ft V,S,M Conc, 1 h P 266
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
Stoneskin 1 willing crea resistance to nonmagical Bludgeoning, Piercing, and Slashing dmg (100gp cons.) — Abjur 1a Touch V,S,M† Conc, 1 h P 278
Summon Elemental Summon choice of Elemental Spirit; obeys commands; takes turn after mine; vanishes at 0 hp (400gp) — Conj 1a 90 ft V,S,Mƒ Conc, 1 h T 111
Wall of Fire 60×1×20ft (l×w×h) or 10-ft rad all in and 10 ft on 1 side 5d8+1d8/SL Fire dmg; save halves; see B Dex Evoc 1a 120 ft V,S,M Conc, 1 min P 285
Watery Sphere 5-ft rad all crea < Huge save or restrained; on save ejected; save each rnd; 1 a move sphere 30 ft Str Conj 1a 90 ft V,S,M Conc, 1 min X 170

Magic Initiate Spell attack modifier: +8 Spellcasting ability


Spell save DC: 16 Wisdom

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
AT
WILL Resistance 1 willing crea can add 1d4 to one saving throw after rolling, once during the duration — Abjur 1a Touch V,S,M Conc, 1 min P 272

1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR 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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter); Spell Sheet 2/3 Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Firbolg Spells Spell attack modifier: +8 Spellcasting ability
Spell save DC: 16 Wisdom

1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

SR 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

SR Disguise Self Alter appearance, up to 3ft shorter/taller; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.14 (Colorful - Letter); Spell Sheet 3/3 Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast

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