TEXT: Skills
  USED THIS ROUND
  ×
  +
  ×
  +
  HIT
  DICE
  ×
  +
  LEVEL
  DIE
  CON
  USED
  Actions
  MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION  PER TURN.
  BONUS ACTIONS
  REACTIONS
  AC
  +
  +
  ARMOR
  BONUS
  MAGIC
  +
  +
  SHIELD
  BONUS
  DEXTERITY
  MOD  
  MISC
  MOD 1
  +
  MISC 
  MOD 2
  STEALTH
  DISADV.
  MAX HIT POINTS
  HP
  TEMPORARY HP
  CURRENT
  WOUNDS
  Initiative
  +
  DEX
  MISC.
  Attacks
  Health
  ATTACKS
  PER ACTION
  SPEED
  SPEED
  ENCUMBERED
  RESISTANCE
  HALF DAMAGE
  RECOVER HALF OF YOUR MAXIMUM
  HIT DICE AFTER A LONG REST.
  MEDIUM ARMOR (MAX =   )
  HEAVY ARMOR (MOD = 0)
  WEAPON / DESCRIPTION
  TO HIT
  DAMAGE
  DAMAGE TYPE
  RANGE
  AC DURING REST 
  Player:
  Age:
  Name:
  Class: 
  Experience: 
  Hair:
  Alignment:
  Eyes:
  Gender: 
  Faith:
  Skin:
  Size:
  Race:
  Height:
  Weight:
  Background: 
  Next level:
  Abilities
  Proficiency
  Bonus
  Senses
  Limited Features
  FEATURE
  MAX. USAGES 
  R
   
  ECOVERY
  USED
  INSPIRATION
  Saving Throw Advantages / Disadvantages
  BONUS NAME (ABILITY)
  PROF. EXP.
  ADV
  DIS
  AMMUNITION
  TOTAL
  TYPE
  AMMUNITION
  TOTAL
  TYPE
  I
  DC10
  II
  III
  III
  II
  I
  DEATH SAVING THROWS
  DIE
  LIVE
  Defense
  Ability Save DC
  Passive Perception
  Abilities
  STR
  DEX
  CON
  I
  INTELLIGENCE
  NT
  WIS
  CHA
  ABILITY
  MODIFIER        SAVING THROW  PROF.
  BONUS
  WISDOM
  STRENGTH
  DEXTERITY
  CONSTITUTION
  CHARISMA
  Combat
  MAX HIT POINTS
  HP
  CURRENT
  LEVEL
  Show extra features
  Add:
  PROFICIENCY
  BONUS +
  8 +
   
  SR
  LR
  Dawn
  Acrobatics (DEX) 
   
  Animal Handling (WIS) 
   
  Arcana (INT) 
   
  Athletics (STR) 
   
  Deception (CHA) 
   
  History (INT) 
   
  Insight (WIS) 
   
  Intimidation (CHA) 
   
  Investigation (INT) 
   
  Medicine (WIS) 
   
  Nature (INT) 
   
  Perception (WIS) 
   
  Performance (CHA) 
   
  Persuasion (CHA) 
   
  Religion (INT) 
   
  Sleight of Hand (DEX) 
   
  Stealth (DEX) 
   
  Survival (WIS) 
   
  Tool
  2
   
   
   
   
   
   
  Heal
  PROF  ABILITY
   
   
   
   
   
   
   
   
   
   
  Attack / Cast a Spell
  Dash / Disengage / Dodge
  Escape Grapple / Help / Hide
  Ready / Search / Use Object
  Overrun / Tumble (or as bonus action)
  As 1 attack: Disarm / Grapple / Shove
  Opportunity Attack
  Reload
  Reload
  Show 2nd DC
  Set Max HP
  CRITICAL FAIL!
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  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta26 (Colorful - Letter)
  Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
  
  Class Features
  Background Feature
  FEAT:
  PERSONALITY TRAITS
  IDEAL
  BOND
  FLAW
  FEAT:
  FEAT:
  FEAT:
  Tools & Others
  A
   G
  A
   G
  E
  E E
  HEA IL  E
  E E
  H
  AG LI T
  TOTAL WEIGHT 
  STR ×
  STR ×
  STR ×
  -
  -
  DISADV. STR, DEX, CON
  SPEED =
  PLATINUM
  GOLD
  ELECTRUM
  SILVER
  COPPER
  LIFESTYLE:
  = 10 GP
   = 10 SP
  = 5 SP
  = 10 CP
  DAILY PRICE:
  GEMS AND OTHER VALUABLES:
  GEAR & COINS
  Racial Traits
  Languages
  LIGHT
  MEDIUM
  SIMPLE
  HEAVY
  MARTIAL
  SHIELDS
  OTHER:
  OTHER:
  Background
  Features
  Feats
  Equipment
  Proficiencies
  Add Features
  Add Equipment
  ARMOR:
  WEAPONS:
  Common
  ATTUNED MAGICAL ITEMS (MAX 3)
  5
  10
  15 - 30
  LBS
  LBS
  10 FT SPEED
  20 FT SPEED
  5 FT
  Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta26 (Colorful - Letter)
  
  CHARACTER:
  Exhaustion
  Magic Items
  LEVEL
  EFFECT (CUMULATIVE)
  1
  Disadvantage on Ability Checks
  2
  Speed halved
  3
  Disadvantage on Attack Rolls and Saving Throws 
  MAGIC ITEM:
  4
  Hit Point maximum halved
  5
  Speed reduced to 0
  6
  Death
  Conditions
  Blinded
  Fail checks involving sight. Attacks have 
  disadvantage. Enemy attacks have advantage.
  Charmed
  Can’t harm/attack charmer. Charmer has 
  advantage on ability checks to interact socially.
  Deafened
  Fail checks involving hearing.
  Frightened
  Disadvantage to checks/attacks while source 
  of fear is in sight. Can’t willingly move closer 
  to the source of fear.
  Grappled
  Speed drops to 0, regardless of any bonus.
  Incapacitated
  Can’t take actions or reactions.
  Invisible
  Can’t be seen, but noise and tracks. Attacks 
  have advantage, enemy attacks disadvantage.
  Paralyzed
  Incapacitated. Can’t move or speak. Fail Str 
  and Dex saving throws. Enemy attacks have 
  advantage. Enemy attacks within 5 ft are 
  critical hits.
  Petrified
  Incapacitated. Can’t move or speak. Unaware 
  of surroundings. Resistance to all damage. 
  Immune to poison/disease. Fail Str and Dex 
  saving throws. Enemy attacks have advantage. 
  Stop aging. Weight increases by factor 10.
  Poisoned
  Disadvantage on attack rolls and ability checks.
  Prone
  Crawl (at ½ speed) or stand up (costs ½ speed). 
  Attacks have disadvantage. Enemy attacks 
  have advantage within 5 ft and disadvantage if 
  further away.
  Restrained
  Speed 0, regardless of bonus. Disadvantage on 
  Dex saving throws. Attacks have disadvantage. 
  Enemy attacks have advantage.
  Stunned
  Incapacitated. Can’t move. Can speak only 
  falteringly. Fail Str and Dex saving throws. 
  Enemy attacks have advantage.
  Unconscious
  Incapacitated. Can’t move or speak. Unaware 
  of surroundings. Drop everything. Fail Str 
  and Dex saving throws. Enemy attacks have 
  advantage. Enemy attacks within 5 ft are 
  critical hits.
  FINISHING A LONG REST REDUCES 
  THE EXHAUSTION LEVEL BY 1, 
  PROVIDED THAT YOU ALSO INGESTED
  SOME FOOD AND DRINK.
  MAGIC ITEM:
  MAGIC ITEM:
  MAGIC ITEM:
  MAGIC ITEM:
  MAGIC ITEM:
  ATTUNED
  ATTUNED
  ATTUNED
  ATTUNED
  ATTUNED
  ATTUNED
  Dash
  Action
  Gain your speed as extra movement for this turn.
  Disengage
  Action
  Your movement doesn’t provoke opportunity attacks for this turn.
  Dodge
  Action
  Attack rolls from attackers you can see have disadvantage and you have 
  advantage on Dex saving throws until the start of your next turn.
  Escape
  Action
  Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check 
  vs. grappler’s Str (Athletics) check.
  Help
  Action
  Give an ally advantage on next ability check or attack roll vs. an opponent 
  within 5 ft of you, if done before the start of your next turn.
  Hide
  Action
  Hide from those that can’t perceive you. Your Dex (Stealth) check is the 
  DC for anybody’s Wis (Perception) check to discover you.
  Overrun*
  Action or 
  Bonus Action
  Move through opponent’s space once by winning opposing Str (Athletics) 
  check. Advantage if you are larger and disadvantage if you are smaller.
  Ready
  Action
  Choose an action that you will take in response to a set trigger. Taking 
  the action uses your reaction. Readying a spell requires concentration.
  Search
  Action
  Search for something with a Wis (Perception) or Int (Investigation) check.
  Tumble*
  Action or 
  Bonus Action
  Move through opponent’s space once this turn by winning opposing  
  Dex (Acrobatics) check.
  Use Object
  Action
  You can interact with an object once per turn for free. A second interaction 
  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).
  Disarm*
  Attack
  Knock an item from grasp by winning weapon attack roll vs. opponent’s 
  Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by 
  two hands. A larger opponent has advantage, smaller has disadvantage.
  Grapple
  Attack
  With a free hand, give the grappled condition to an opponent that is 
  within reach and up to one size larger than you by winning Str (Athletics) 
  check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
  Mark*
  Melee 
  Attack
  Mark target of a melee attack. Next opportunity attack against the mark 
  before the end of your next turn has advantage and doesn’t use a reaction.
  Shove
  Attack
  Move opponent 5 ft or make prone by winning opposing Str (Athletics) 
  check. Disadvantage if trying to move the opponent to a side.*
  Move 
  Grappled
  Move
  Bring grappled opponent along as part of your move. You move at half 
  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.
  GEAR
  #  
  #  
  TOTAL WEIGHT
  Other Holdings
  TOTAL WEIGHT
  GEAR
  Possessions
  Status
  Combat Rules
  LBS
  LBS
  Choose Visible Sections
  Extra Equipment
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta26 (Colorful - Letter)
  Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
  
  Organization Symbol
  Character Portrait
  Enemies
  Allies & Organizations
  Character History
  Appearance
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  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta26 (Colorful - Letter)
  Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
  
  ×
  +
  AC
  WOUNDS
  Health
  HIT DICE
  ATTACK / DESCRIPTION
  TO HIT
  DAMAGE
  DAMAGE TYPE
  RANGE
  Attacks
  ATTACKS
  PER ACTION
  Skills
  Features
  Traits
  Defense
  TEMPORARY HP
  I
  DC10
  II
  III
  III
  II
  I
  DEATH SAVING THROWS
  DIE
  LIVE
  Age:
  Gender: 
  Size:
  Race:
  Height:
  Weight:
  Type: 
  Alignment:
  Name:
  Initiative
  +
  DEX
  MISC.
  SPEED
  Senses
  PASSIVE
  PERCEPTION
  Proficiency 
  Bonus
  DIE
  CON
  USED
  LEVEL
  Companion
  STR
  DEX
  CON
  I
  INTELLIGENCE
  NT
  WIS
  CHA
  ABILITY
  MODIFIER        SAVING THROW  PROF.
  BONUS
  WISDOM
  STRENGTH
  DEXTERITY
  CONSTITUTION
  CHARISMA
  MAX HIT POINTS
  HP
  CURRENT
  Acrobatics  
  Animal
  Handling  
  Arcana  
  Athletics  
  Deception  
  History  
  Insight  
  Intimidation  
  Investigation  
  Medicine  
  Nature  
  Perception  
  Performance  
  Persuasion  
  Religion  
  Sleight of
  Hand  
  Stealth  
  Survival  
  PROF  ABILITY
   
   
   
   
   
   
  Heal
  Notes
  Companion's Appearance
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  to change 
  this Icon
  EQUIPMENT
  #  
  EQUIPMENT
  #  
  TOTAL WEIGHT
  TOTAL WEIGHT
  Equipment
  Companion Options
  Set Max HP
  Visibility Options
  LBS
  LBS
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta26 (Colorful - Letter)
  Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
  
  Notes
  Notes Page Options
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta26 (Colorful - Letter)
  Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/MPMB (More Purple More Better)/MPMB's Character Record Sheet (v13.0.0beta26) [Colorful - Letter].pdf