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0% found this document useful (0 votes)
17 views7 pages

Stars

Uploaded by

Noam Natan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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10 Druid (Circle of the Stars)


CLICK HERE
TO CHANGE
THIS ICON
LEVEL & CLASS PLAYER NAME

Sage Kalashtar Add: 85,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
-1 STR ● +4 INT
PRO

15 Armor Half Plate

83 +4 17
Set Max HP
STRENGTH +2 DEX ● +9 WIS
Shield

-1 +3 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
Psychic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on all Wis saves; Immune to +2 ARMOR

+2 effects that require me to dream CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
10 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 17 ABILITY
SAVE DC
WISDOM

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

16 +5 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial ● Other Weapons:
● +4 Arcana (Int) > Star Map (Guiding Bolt) 4 LR Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

INTELLIGENCE -1 Athletics (Str) > Wild Shape (CR 1; 5 hours) 2 SR LANGUAGES TOOLS & OTHERS

0
-1 Deception (Cha) > Cosmic Omen 4 LR Common Herbalism kit
● +4 History (Int) > Druidic
+5 Insight (Wis) Celestial
10
>

-1 Intimidation (Cha) > Draconic


0 Investigation (Int) > Quori
WISDOM
+5 Medicine (Wis) > Sylvan
+5 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
+5 Perception (Wis)
20 -1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) > Wild Shape (start) Archer Constellation (Luminous Arrow)
< Cosmic Omen <

CHARISMA 0 Religion (Int) > Mind Link (start/stop) Wild Shape (end) < <

-1 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) [disadv.] > < <

+5 Survival (Wis) > < <


9 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Luminous Arrow ✔ Wis 60 ft +9 2d8+5 Radiant


>
Use as bonus action
DESCRIPTION

Quarterstaff ✔ Str Melee +3 1d6-1 Bludgeoning


>
Versatile (1d8)
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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Choose Feature
Add Features
Druid (Circle of the Stars), level 10:
◆ Druidic (Druid 1, PHB 66)
I know Druidic; Hidden messages with it can only be understood by who know Druidic
◆ Spellcasting (Druid 1, PHB 66) [4 cantrips known]
I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability
I can use a druidic focus as a spellcasting focus for my druid spells PERSONALITY TRAITS
I can cast my prepared druid spells as rituals if they have the ritual tag
◆ Star Map (Circle of the Stars 2, TCoE 38) [Guiding Bolt, Proficiency Bonus per long rest]
I've created a star map, a Tiny object which I can use as my spellcasting focus
If I lose it, I can preform a 1-hour ceremony during a rest to create a replacement
While holding it, I know the Guidance cantrip and always have Guiding Bolt prepared IDEALS
These count as druid spells, but do not count against the number of spells I can prepare
I can cast Guiding Bolt without expending a spell slot my Proficiency Bonus per long rest
◆ Starry Form (Circle of the Stars 2, TCoE 38)
As a bonus action, I can expend a use of wild shape to take on a starry form for 10 min
In that form I shed bright light in a 10-ft radius and dim light for an extra 10-ft radius
BONDS
When I do so, I choose one constellation that glimmers on my body, granting me benefits
See the 3rd page's "Notes" section for the benefits of the possible constellations
◆ Wild Shape (Druid 2, PHB 66) [CR 1; 5 hours, 2× per short rest]
As an action, I assume the shape of a beast I have seen before with the following rules:
• I gain all its game statistics except Intelligence, Wisdom, or Charisma
FLAWS
• I get its skill/saving throw prof. while keeping my own, using whichever is higher
• I assume the beast's HP and HD; I get mine back when I revert back
• I can't cast spells in beast form, but transforming doesn't break concentration
• I retain features from class, race, etc., but I don't retain special senses Feature Name: Researcher
• I can choose whether equipment falls to the ground, merges, or stays worn
When I attempt to learn or recall a piece of lore, if I do not know
• I revert if out of time or unconscious; if KOd by damage, excess damage carries over
that information, I often know where and from whom I can obtain it.
◆ Cosmic Omen (Circle of the Stars 6, TCoE 39) [Proficiency Bonus per long rest]
Usually, this information comes from a library, scriptorium,
When I finish a long rest, I roll a die to gain an omen based on the result (odd/even)
university, or a sage or other learned person or creature. Unearthing
As a reaction when a creature I can see in 30 ft makes an attack, check, or save, I can:
the deepest secrets of the multiverse can require an adventure or
• Weal (even): add 1d6 to the number rolled for the attack, check, or save
even a whole campaign.
• Woe (odd): subtract 1d6 from the number rolled for the attack, check, or save
BACKGROUND FEATURE
◆ Twinkling Constellations (Circle of the Stars 10, TCoE 39)
While in my starry form, I can change the constellation at the start of each of my turns
The benefit of my constellations improve, see the 3rd page's "Notes" section Kalashtar (+2 Wisdom, +1 Charisma)
Dual Mind: I have advantage on Wisdom saving throws.
Mind Link: I can speak telepathically to any creature I can see
within 10 ft × my level, as long as it can speak at least one language.
As an action, I can give that creature the ability to speak
telepathically back to me while it can see me and is within range.
This lasts for 1 hour, until I use this ability on another creature, or
until I end it as an action.
Severed from Dreams: I don't dream and thus immune to spells
that affect dreams.
CLASS FEATURES RACIAL TRAITS

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


> > > CP

> > >


> > >
SP
> > >
> > >
> > > EP

> > >


> > >
GP
> > >
> > >
> > > PP

> > >


WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Archer Constellation (Starry Form, TCoE 38) [2d8 + Wisdom modifier radiant damage]
As a bonus action, I can make a ranged spell attack to hurl a luminous arrow 60 ft > FEAT:

I can also do this as part of the bonus action I use to assume the starry form
◆ Chalice Constellation (Starry Form, TCoE 39) [2d8 + Wisdom modifier hit points restored]
When I cast a healing spell with a spell slot, I can heal myself or another within 30 ft of me
◆ Dragon Constellation (Starry Form, TCoE 39)
I can treat a roll below 10 as a 10 for Int/Wis checks and saves to maintain concentration
From 10th-level onwards, I also gain a flying speed of 20 ft and can hover
> 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 v13.0.9 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Medium
GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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TO CHANGE
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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


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Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


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

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REMARKS
COMPANION’S APPEARANCE NOTES
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Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Printer Friendly) 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 v13.0.9 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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