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D&D 5e Bard Character Sheet

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0% found this document useful (0 votes)
146 views9 pages

D&D 5e Bard Character Sheet

Uploaded by

namiyuarts
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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7 Bard (College of Tragedy)


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Darius LEVEL & CLASS PLAYER NAME

Entertainer Hobgoblin, Multiverse 23,000 Add: 34,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
-2 STR +3 INT
PRO

12 Armor Studded Leather

68 +3 15
Set Max HP
STRENGTH ● +6 DEX +2 WIS
Shield

-2 +4 CON
RESISTANCES
● +8 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
7 Misc
Temporary Hit Points: 6 Misc
DEXTERITY
Adv. on saves vs. charmed +4 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
7 d8+4 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 16 ABILITY
SAVE DC
CHARISMA

+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+6 Acrobatics (Dex) ● Light

PRO
● Medium Heavy Shields
PRO

18 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
● +6 Arcana (Int) > Ring of Spell Storing 5 lvls Cast 5 Hand crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) > Bardic Inspiration (d8) 5 SR LANGUAGES TOOLS & OTHERS

+3
●● +11 Deception (Cha) > Fey Gift 3 LR Common Horn
+3 History (Int) > Fortune from the Many 3 LR Goblin Lute
+3 Insight (Wis) Rhythm Maker's Drum +2 1 Dawn Gnomish Lyre
16
>
●● +11 Intimidation (Cha) > Sorrowful Fate 1 SR Disguise kit
+4 Investigation (Int) > Impending Misfortune 1 SR
WISDOM
● +5 Medicine (Wis) > Wand of Web (regains 1d6+1) 7 Dawn
+2 +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +5 Perception (Wis)
14 ● +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +8 Persuasion (Cha) > Find Steed (dismiss) Fey Gift (Help action) < Poetry in Misery (1 rolled on save/ability/attack) <

CHARISMA +4 Religion (Int) > Rhythm Maker's Drum (bardic inspiration) Bardic Inspiration < Tale of Hubris (critical hit suffered) <

+5 +4 Sleight of Hand (Dex) > Countercharm < <

● +6 Stealth (Dex) > < <

+3 Survival (Wis) > < <


20 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Dormant Mythcarver ✔ Dex Melee +7 1d8+4 Slashing


>
Versatile (1d10), finesse
DESCRIPTION
Darkvision 60 ft
>

SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

Vicious Mockery ✔ Cha 60 ft DC 18 2d4 Psychic


>
Wis save, success - no damage, fail - also disadv. on next attack roll in next turn; 1 creature
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
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Choose Feature
Add Features
Bard (College of Tragedy), level 7:
◆ Bardic Inspiration (Bard 1, PHB 53) [d8, Charisma modifier per short rest]
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
◆ Spellcasting (Bard 1, PHB 52) [3 cantrips & 10 spells known] PERSONALITY TRAITS
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus for my bard spells
I can cast my known bard spells as rituals if they have the ritual tag
◆ Jack of All Trades (Bard 2, PHB 54)
I can add half my proficiency bonus to any ability check that doesn't already include it IDEALS
◆ Song of Rest (Bard 2, PHB 54) [d6]
Those that use HD and can hear my performance during a short rest get extra healing
◆ Expertise (Bard 3, PHB 54) [with 2 skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Poetry in Misery (College of Tragedy 3, TDCSR 167) [regain 1 Bardic Inspiration]
BONDS
As a reaction when I/ally within 30 ft roll a 1 on a save/ability/attack, gain inspiration
◆ Sorrowful Fate (College of Tragedy 3, TDCSR 167) [1× per short rest]
When I or an ally forces a creature to make a save, I can change it to a Charisma save
I expend a Bardic Inspiration die; on a failure, I roll the expended die
They take psychic damage equal to the roll and are plagued with regret for 1 min
FLAWS
They are compelled to utter dark, poetic final words if reduced to 0 HP during this time
◆ Font of Inspiration (Bard 5, PHB 54)
I can now also recover my expended Bardic Inspiration uses after a short rest
◆ Countercharm (Bard 6, PHB 54) Feature Name: By Popular Demand
As an action, I can do a performance that lasts until the end of my next turn
I can always find a place to perform (inn/tavern/circus/etc.), where I
While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed
receive free lodging and food of a modest or comfortable standard,
◆ Impending Misfortune (College of Tragedy 6, TDCSR 167) [1× per short rest]
as long as I perform each night. In addition, my performance makes
When I make an attack/save, I can get a +10 bonus; next attack/save gets a -10 penalty
me something of a local figure. When strangers recognize me in a
If not used, the penalty disappears after a rest or I am reduced to 0 HP
town where I have performed, they typically take a liking to me.
◆ Tale of Hubris (College of Tragedy 6, TDCSR 167) [18-20 critical hit range]
I can use a reaction when a creature gets a critical hit on I or an ally within 60 ft
BACKGROUND FEATURE
I expend a Bardic Inspiration; attacker suffers weapon critical hits more often
This effect lasts for 1 min or until target suffers a critical hit
Hobgoblin (my creature type is humanoid, goblinoid)
• Fey Ancestry: I have adv. on saves to avoid or end being charmed.
• Fey Gift: Prof. Bonus per long rest, I can take the Help action as a
bonus action. From 3rd-level, I can produce an additional effect
when I do this: Hospitality, Passage, or Spite.
• Fortune from the Many: Prof. Bonus per long rest, when I miss an
attack or fail an ability check or saving throw, I can gain a bonus to
the roll equal to the number of allies I can see within 30 ft of me
(max +3).

CLASS FEATURES RACIAL TRAITS

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


> Backpack, with: 5 > Backpack, with: 5 > Favor of an admirer CP

> - Bedroll 7 > - Bedroll 7 > Belt pouch (with coins) 1


> - Costumes 3 4 > - Mess kit 1 > Lute 2 SP
> - Candles 5 > - Tinderbox 1 > Studded Leather armor 13
> - Rations, days of 5 2 > - Torches 10 1 > 100gp Diamond
> - Waterskin 5 > - Rations, days of 10 2 > 50gp Pearl EP

> - Disguise kit 3 > - Waterskin 5 > Greater Healing Potion 2


>
>
>
>
- Hempen rope, feet of 50 0.2 >
>
Healing Potion
Potion of poison Resistance
4
3 0.5
12,500 GP

> > > Caustic potion 18


> > > PP

> > >


WEIGHT CARRIED
> > >
369 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
36 - 70 lb
> > >
HEAVILY ENCUMBERED
> > >
71 - 105 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 42 SUBTOTAL 59 SUBTOTAL 17.5 106 - 210 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Magical Inspiration (Bardic Inspiration Enhancement, TCoE 27)
A bardic inspiration die recipient can also use it when casting a damaging or healing spell > FEAT: Eldritch Adept Rune Keeper[TCoE]
They can expend the die and add its result to the hit points regained or the damage dealt I learn one Eldritch Invocation option of my choice from the
◆ Additional Bard Spells (Bard Spellcasting Enhancement, TCoE 27) Warlock class. If it has a prerequisite, I can only take it if I am a
◆ Fey Gift (Multiverse Hobgoblin 3, MotM 23) warlock and meet the prerequisite. I can replace the invocation
Whenever I use Fey Gift to take the Help action, I can choose one of these additional effects: whenever I gain a level.
• Hospitality: The one I help and I each gain 1d6 + my Prof. Bonus in temporary HP
• Passage: The one I help and I both gain +10 ft walking speed until my next turn stats
• Spite: The first time the one I help hits an attack roll before my next turn starts, > FEAT:

the creature hit gains disadvantage on its next attack roll within the next minute
◆ Eyes of the Rune Keeper (Eldritch Adept Invocation, PHB 111)
I can read any and all writing
◆ Additional Bard Spells (Optional Bard 1, TCoE 27)

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Rhythm Maker's Drum +2 [TCoE 134] ● Attuned


While holding this drum, I gain a +2 bonus to spell attack rolls
NOTES and to the spell saving throw DCs of my bard spells. As an action
once per dawn, I can play the drum to regain one use of my
Bardic Inspiration feature.
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
> <
> <
> MAGIC ITEM: Cli Lyre [Instrument of the Bards] [DMG 176] ● Attuned
> <
If I play this exquisite, magical instruments while casting a spell
> <
that has a somatic or material component and charms on a
> <
failed save, it imposes disadvantage on that save. I can also use
> <
it to cast a set of spells, each once per dawn, using my
> <
spellcasting ability and spell save DC.
> <
> <
> MAGIC ITEM: Ring of Spell Storing [DMG 192] ● Attuned
> <
> < This ring can hold up to 5 levels of spell slots. Any creature can
> < cast a spell into the ring using a 1-5th level spell slot, which is
> < then stored if there is space. I can cast stored spells from the
> < ring, freeing up space, using the original caster's attack bonus,
> < save DC, spellcasting ability score, and the initial spell slot level.
> <
> MAGIC ITEM: Dormant Mythcarver [TDCSR 207] ● Attuned
> <
> < This longsword adds +1 to hit and damage and has finesse.
SUBTOTAL SUBTOTAL When I use Bardic Inspiration on an ally, I gain adv. on attacks
with it until the end of my turn.
EXTRA EQUIPMENT

> MAGIC ITEM: Wand of Web [DMG 212] ● Attuned


This wand has 7 charges and regains 1d6+1 expended charges
daily at dawn. As an action, I can expend 1 of its charges to cast
Web (save DC 15) from it. If I expend the wand's last charge, roll
a d20. On a 1, the wand crumbles into ashes and is destroyed.

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Male 31 Medium 6 foot 192 Lbs
Darius GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Neutral - Black Yellow Red


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

29
ORGANIZATION

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CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a boy, Raynor Brantes Wyvernwind, was a well educated, well kept, and curious boy, as the first son of the
Wyvernwind noble family, a lot was expected of him, The Wyvernwind Family are very rich, with a fortune that
has been maintained through the generations, and many people often journey to them to solicit advice from
the heads of the family, The family gained their means as Sourcekeepers, holding the stories of the world,
using them they have been a source of guidance and advice for generations. Raynor had less of an interest in
the stories of real, and more in the stories of fantasy, Growing up he always heavily imbursed himself in fantasy
novels, as well as grand stories of adventurers. Always dreaming of being one. in his teen years he was forced
to put away fantasy and study as he would soon head the Wyvernwind family, while reading he came across
the records of a ancient and powerful artifact, The Mythcarver, a legendary longsword with a silvered blade
that resonates with musical tones and all legends. It is one of the mystical artifacts known as the Vestiges of
the Divergence. the stories of the legendary bards who wielded it and how it is now lost to time. he became
APPEARANCE enamored with this blade as it was said to have the power to connect to all myths and legends, as his fire for
fantasy, the Mythcarver and adventuring heavily outweighed his ambition to study and head his family, his
father deemed him unworthy and kicked him out, saying he must make a name for himself and find this
Modest LIFESTYLE DAILY PRICE 1 gp legendary artifact before he can return home, and if he is unable to his younger sister will head the family
instead. Raynor was a competitive soul, never wanting an advantage, so he practiced his musical talents and
Donned the name Darius, and just a few weeks into his adventure he was picked up by real life adventurers!
and nothing will be the same...

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

Peryton Medium
Perry
RACE SIZE HEIGHT WEIGHT

Fey Chaotic Evil


MOUNT TYPE AGE GENDER ALIGNMENT
NAME

F
+3 STR -1 INT Temporary HP: SUCCESSES
PRO

13 +2 33
Set Max HP
STRENGTH
+1 DEX +1 WIS

+3 +1 CON 0 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Gore ✔ Str Melee (5 ft) +5 1d8+3 Piercing
20 ft,
+1
DEXTERITY >

+1
One gore and one talons attack as an Attack action; +2d8 after 30 ft dive straight down
fly 60 ft DESCRIPTION
INITIATIVE SPEED
Talons ✔ Str Melee (5 ft) +5 2d4+3 Piercing
>
12 LEVEL USED One talons and one gore attack as an Attack action; +2d8 after 30 ft dive straight down

DIE
6
d8+1
2 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

+1
ATTACKS

F EX
◆ Languages: understands Common and ◆ Dive Attack: If the peryton is flying and dives at least 30
13 +1 Acrobatics (Dex)
PRO

Elvish, but can't speak, understands one ft. straight toward a target and then hits it with a melee
+1 Animal Handling (Wis)
language its master speaks (master's weapon attack, the attack deals an extra 9 (2d8) damage
-1 Arcana (Int)
INTELLIGENCE choice). to the target.
+3 Athletics (Str)
-1 0 Deception (Cha)
◆ Find Steed: If dropped to 0 HP, the steed
disappears, leaving behind no physical
◆ Flyby: The peryton doesn't provoke an opportunity
attack when it flies out of an enemy's reach.
-1 History (Int) form. ◆ Keen Sight and Smell: The peryton has advantage on
9 +1 Insight (Wis) Wisdom (Perception) checks that rely on sight or smell.

0 Intimidation (Cha)
WISDOM
-1 Investigation (Int)

+1 +1 Medicine (Wis)
-1 Nature (Int)
12 ●● +5 Perception (Wis)
0 Performance (Cha)

CHARISMA 0 Persuasion (Cha)

0
-1 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex) Find Steed (2nd-level conjuration spell, PHB 240):
10
+1 Survival (Wis) ◆ Summon a spirit in the form of a steed, appearing in an unoccupied space within 30 ft
SKILLS It assumes a chosen form: warhorse, pony, camel, elk, or mastiff (DM can allow more forms)
The steed has the statistics of the chosen form, though its type is celestial, fey, or fiend
If it has an Intelligence of 5 or less, its Intelligence becomes 6
It gains the ability to understand one language that I, the caster, can speak
15 PASSIVE WISDOM (PERCEPTION)
When the steed drops to 0 hit points, it disappears, leaving behind no physical form
◆ The steed serves me as a mount. I have a bond with it that allows us to fight as a seamless unit
Adv. on Wis (Perception) checks using sight/smell
◆ While mounted on my steed, I can make any spell I cast that targets only me also target it
◆ While my steed is within 1 mile of me, I can communicate with it telepathically
SENSES
◆ I can dismiss my steed at any time as an action, causing it to disappear
◆ Casting this spell again summons the same steed, restored to its max HP, without conditions
◆ I can't have more than one steed bonded at a time; As an action, I can release it from its bond

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REMARKS
COMPANION’S APPEARANCE NOTES
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Notes Page Options

“Boom, clap! The sound of your gun, the beat goes on and on…” --- The List ---
Here’s a little song I wrote! It’s filled with inspiration note by note. Don’t f*** up! Kill a Naga
Or I’ll kill you! Kill a Dragon
“Let’s go raging now, everybody’s learnin’ how, come on on a rampage with me!” Kill a Beholder
“It’s the, eye of the Goliath, it’s the thrill of the fight, rising up to the challenge of Kill a Mindflayer --- (Done in a tower in ake)
that a**hole!” Go to the Nine Hells
Hey now, you’re a Grog star, get your axe up and slay! Hey now, you’re a Grog Rescue a maiden
star, get you rage on and rage! All thosed dice are gold; now a d12 can be rolled! Teleport
“No I don’t wanna get hurt… by you!” Transport a Treasure
I take six steps forward. Sam: I take six steps back. Laura and Sam: We go Escort a Muckity Muck
together ‘cause opposites attract! A Revenge Plot
I’m Burt Reynolds here, yeah, I’m the real Reynolds, are you other Burts are just A Classic Dungeon Crawl
getting hurt! Solving a Mysterious Riddle
The Old Fashioned Double Cross
Shopping Mission
Defeat a Goliath

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
● ● ● ●
Darius ●
CHARACTER NAME SPELL SLOTS

BARD SPELLS Charisma +10 DC 18


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Friends Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile — Ench 1a Self S,M Conc, 1 min P 244
> 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 2d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
> 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
> Color Spray 6d10+2d10/SL HP of crea blinded, starting with the lowest current HP crea — Illus 1a S:15-ft coneV,S,M 1 rnd P 222
> Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
> 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
> Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Crown of Madness 1 humanoid save or charmed and must melee attack against crea chosen by me; extra save/rnd Wis Ench 1a 120 ft V,S Conc, 1 min P 229
> Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min P 237
> 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
> Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260
> Nathair's Mischief 20-ft cube of magic, roll d4 for effect; At start of my turn, move cube 10 ft and reroll effect; see book Var Illus 1a 60 ft S,M Conc, 1 min FD 20
> Suggestion 1 crea save or follow understood reasonable stated course of action; ends if I or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279

3RD LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Enemies Abound 1 crea save or regard all creatures it can see as enemies, random targeting; save when damaged to end Int Ench 1a 120 ft V,S Conc, 1 min X 155
> Motivational Speech 5 crea that hear me 5+5/SL temp HP, adv. Wis saves, if hit adv. on next atk; stops when temp HP gone — Ench 1 min 60 ft V 1h A 77
> Stinking Cloud 20-ft rad; ignores cover, heavily obscures; all in area at start of turn save against poison or can't act Con Conj 1a 90 ft V,S,M Conc, 1 min P 278
> Summon Fey Spirit Summon a Fey Spirit in a space I can see within range; obey my verbal commands — Conj 1a 90-ft V,S,M conc, 1 hr U SMT

4TH LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> 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
> Dimension Door Teleport myself and 1 willing crea within 5 ft, up to 500 ft to a place I can see, specify, or describe — Conj 1a 500 ft V Instantaneous P 233
> Find Greater Steed Gain the services of a steed; can communicate with it telepathically; can share spells with it; see book — Conj 10 min 30 ft V,S Instantaneous X 156
> 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

CLI LYRE SPELLS Charisma +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

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



LR Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch Mƒ Conc, 10 min P 270

2ND LEVEL

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



LR Invisibility 1 crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch Mƒ Conc, 1 h P 254

LR Levitate 1 crea/obj up to 500 lb save or rise vertically, up to 20 ft; 1 a (move a if self) move up/down 20 ft Con Trans 1a 60 ft Mƒ Conc, 10 min P 255
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 1/2 Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

3RD LEVEL

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


> Fireball 20-ft rad all crea 8d6 Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 150 ft Mƒ Instantaneous P 241

LR Fly 1 willing creatures gain fly 60 ft speed — Trans 1a Touch Mƒ Conc, 10 min P 243

LR 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 Mƒ Conc, 1 min P 288

4TH LEVEL

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



LR 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 Mƒ Instantaneous P 278

LR Wall of Fire 60×1×20ft (l×w×h) or 10-ft rad all in and 10 ft on 1 side 5d8 Fire dmg; save halves; see B Dex Evoc 1a 120 ft Mƒ Conc, 1 min P 285

(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SR System Reference Document
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area T Tasha’s Cauldron of Everything
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting U Unearthed Arcana
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting W Explorer’s Guide to Wildemount
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything
up to 1 minute
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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 v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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