TEXT: LEVEL & CLASS
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  Temporary Hit Points: 
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  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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  PERSONALITY TRAITS
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  BACKGROUND FEATURE
  CLASS FEATURES
  RACIAL TRAITS
  ADVENTURING GEAR
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  ADVENTURING GEAR
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  ATTUNED MAGICAL ITEMS
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
  
  FEAT: 
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  FEAT:
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  MAGIC ITEM:
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  ADVENTURING GEAR
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  ADVENTURING GEAR
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  MAGIC ITEM:
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  MAGIC ITEM:
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  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
  
  GENDER
  AGE
  SIZE
  HEIGHT
  WEIGHT
  ALIGNMENT
  FAITH
  HAIR
  EYES
  SKIN
  CHARACTER NAME
  ORGANIZATION
  SYMBOL
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  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
  
  NAME
  STR
  INT
  Temporary HP: 
  SUCCESSES
  STRENGTH
  DEX
  WIS
  CON
  CHA
  ARMOR
  PROFICIENCY
  MAXIMUM
  CLASS
  BONUS
  HIT POINTS
  FAILURES
  SAVING THROWS
  CURRENT HIT POINTS
  DEATH SAVES
  ATTACK NAME
  RANGE
  TO HIT
  DAMAGE
  DAMAGE TYPE
  DEXTERITY
  DESCRIPTION
  INITIATIVE
  SPEED
  LEVEL
  USED
  DIE
  CONSTITUTION
  ATTACKS
  HIT DICE
  PER ACTION
  ATTACKS
  INTELLIGENCE
  WISDOM
  CHARISMA
  FEATURES
  TRAITS
  SKILLS
  PASSIVE WISDOM (PERCEPTION)
  SENSES
  REMARKS
  NOTES
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  RACE
  SIZE
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  TYPE
  AGE
  GENDER
  ALIGNMENT
  Companion Options
  COMPANION
  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) 
   
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  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  
  NOTES
  NOTES
  Notes Page Options
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
  
  AREA OF EFFECT
  CUBE
  SPHERE
  CYLINDER
  LINE
  Point of Origin
  CONE
  PLA
  YER REFERENCE
  FORCED MARCH
  Marching more than 8 hours per day requires a Con 
  saving throw at DC 10 + 1 per additional hour, at the 
  end of each additional hour. If failed, suffer one level 
  of exhaustion (see conditions).
  FOOD (one pound per day)
  Go without food for 3 + Con modifier of consecutive 
  days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
  WATER (one gallon per day)
  If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer 
  one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
  FALLING
  1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
  SUFFOCATING
  Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in 
  rounds, after which drop to 0 hit points and dying.
  SHORT REST
  A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
  LONG REST
  A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit 
  dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
  ENVIRONMENT
  (PHB 183)
  MELEE ATTACK (one attack)
  Normal attack on target within 5 ft. If attacking with a light 
  melee weapon in one hand, allowed to make an attack with a 
  light melee weapon in other hand as a bonus action, see ‘Two-
  Weapon Fighting’. If either weapon has the thrown property, it 
  may be thrown as part of this action.
  RANGED ATTACK (one attack)
  Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number). 
  Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker.
  TWO-WEAPON FIGHTING (bonus action with attack action)
  If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in 
  other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the 
  weapon has the thrown property, it may be thrown as part of this action. 
  DISARM (instead of one attack)
  (DMG 271)
  Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. 
  Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have 
  advantage and smaller have disadvantage.
  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 
  by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
  MARK (with melee attack)
  (DMG 271)
  With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target 
  before the end of your next turn has advantage and doesn’t cost you your reaction.
  SHOVE (instead of one attack)
  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.
  ATTACK ACTION
  (PHB 195)
  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 the source of fear is in sight. 
  Can’t willingly move closer to the source of fear.
  GRAPPLED
  Speed 0, regardless of bonus. Ends when grappler is incapacitated or when 
  moved out of grappler’s reach by an effect.
  INCAPACITATED
  Can’t take actions or reactions.
  INVISIBLE
  Can’t be seen (normally), but still make noise and tracks. 
  Attacks have advantage. Enemy attacks have 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.
  CONDITIONS
  (PHB 290)
  LEVEL EFFECT (cumulative)
  1
  Disadvantage on ability checks
  2
  Speed halved
  3
  Disadvantage on attacks / saves
  4
  Hit Point maximum halved
  5
  Speed reduced to 0
  6
  Death
   
  EXHAUSTION  
  (PHB 291)
  PACE
  MINUTE
  HOUR
  DAY
  EFFECT
  Fast
  400 feet
  4 miles 30 miles -5 passive Perception
  Normal
  300 feet
  3 miles 24 miles ––
  Slow
  200 feet
  2 miles 18 miles Able to use stealth
  TRAVEL PACE
  (PHB 182)
  HALF
  +2 AC and Dex saving throws
  3/4
  +5 AC and Dex saving throws
  TOTAL Can’t be targeted directly by attack or spell
  COVER
  (PHB 196)
  LIGHTLY OBSCURED
  (dim light)
  Disadvantage on sight Perception checks
  HEAVILY OBSCURED
  (darkness)
  Effectively blinded (see conditions)
  BLINDSIGHT
  Out to range, perceive without sight.
  DARKVISION
  Out to range, treat dim light as bright light. Can’t see colors.
  TRUESIGHT
  Out to range, perceive everything regardless of (magical) darkness, 
  invisibility, illusions, shapechanging, or etherealness.
  LIGHT & VISION
  (PHB 183)
  ATTACK (action)
  Make one melee or ranged attack with a weapon, or 
  multiple attacks with the ‘Extra Attack’ class feature. 
  (See the ‘Attack Action’ section below.)
  CAST A SPELL (casting time of the spell)
  Effect depends on the spell being cast.
  DASH (action)
  Gain your speed as extra movement for this turn.
  DISENGAGE (action)
  Your movement doesn’t provoke opportunity attacks for 
  the rest of the 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, until you become incapacitated or 
  your speed drops to 0.
  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) 
  (DMG 272)
  Move through hostile’s space once by winning opposing 
  Str (Athletics) check. Advantage if you are larger or 
  disadvantage if you are smaller than the opponent.
  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 and expends the spell slot.
  SEARCH (action)
  Search for something, possibly with a Wis (Perception) 
  or Int (Investigation) check.
  TUMBLE (action or bonus action) 
  (DMG 272)
  Move through hostile’s space once 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).
   
  COMBAT ACTIONS 
  (PHB 192)
  MOVE (limited by movement speed)
  You can move your movement speed every turn. You can break up your 
  movement between actions. You can switch back and forth between different 
  types (e.g. from flying to walking), by subtracting the distance already moved 
  from the new speed.
  You can freely move through a nonhostile’s space, and through a hostile’s 
  space if it is two sizes larger or smaller than you. Another creature’s space 
  counts as difficult terrain.
  CLIMB / SWIM (at ½ speed)
  May involve a Str (Athletics) check if the climb / swim is difficult.
  CRAWL (at ½ speed)
  Crawl while prone (see conditions). Dropping prone costs no movement speed. 
  DIFFICULT TERRAIN (at ½ speed)
  Moving through difficult terrain costs twice as much speed. Another creature’s 
  space counts as difficult terrain.
  JUMP
  After moving at least 10 feet on foot, you can jump your Str score in feet straight 
  forward, or 3 + your Str modifier in feet up. The jump distance is halved when 
  performing a standing jump.
  STAND UP (costs ½ speed)
  Standing up from being prone costs half your movement speed for this turn.
  MOVEMENT
  (PHB 182)
  MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign)
  Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
  
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