MPMB Sheet (Duplicate Before Using) Copy 3
MPMB Sheet (Duplicate Before Using) Copy 3
Name: Player:
1 Class: Cleric (War Domain)
Experience: Add: Next level: 300
Background: Acolyte
LEVEL Race: Halfling, Lightfoot Size: Small Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Chaotic Good Faith: Kord The Stormbringer
Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC
+2 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC +4 Animal Handling (WIS)
+2
13
STR +1 +1
PROFICIENCY
BONUS +
0 Arcana (INT)
STRENGTH
8+
Wis 14 +1 Athletics (STR)
14
DEX +2 +2 Senses 0 Deception (CHA)
DEXTERITY
Proficiency 0 History (INT)
14 Passive Perception
CON +1 +1
Bonus +6 Insight (WIS)
13
CONSTITUTION 0 Intimidation (CHA)
INSPIRATION
0 Investigation (INT)
10 INT 0 0
INTELLIGENCE Limited Features SR LR Dawn +4 Medicine (WIS)
0 Nature (INT)
18
WIS +4 +6
FEATURE MAX. USAGES RECOVERY USED
18
TEMPORARY HP
2 SHIELD
BONUS Shield CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 9 Heal
DIE LIVE
1 × d8 + 1
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.
Mace Melee +3 1d6+1 Attack / Cast a Spell
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)
✔ Str Bludgeoning
Light Crossbow ✔ Dex 80/320 ft +4 1d8+2 Piercing Escape Grapple / Help / Hide
Ammunition, loading, two-handed Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Sacred Flame ✔ Wis 60 ft DC 14 1d8 Radiant
As 1 attack: Disarm / Grapple / Shove
Dex save, no bonus from cover, success - no damage; 1 creature (PHB 272)
Features Background
PERSONALITY TRAITS
Racial Traits
Lightfoot Halfling (+2 Dexterity, +1 Charisma)
Lucky: When I roll a 1 on an attack roll, ability check, or saving throw, I can reroll the die
and must use the new roll. IDEAL
Halfling Nimbleness: I can move through the space of any creature that is of a size larger
than me.
Naturally Stealthy: I can attempt to hide even when I am obscured only by a creature that
BOND
is at least one size larger than me.
Class Features
FLAW
Cleric (War Domain), level 1:
◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus
I can cast my prepared cleric spells as rituals if they have the ritual tag
◆ Bonus Proficiency (War Domain 1, PHB 63)
Feats
I gain proficiency with martial weapons and heavy armor
◆ War Priest (War Domain 1, PHB 63) [Wisdom modifier per long rest] FEAT:
When I use the Attack action, I can make a weapon attack as a bonus action
FEAT:
FEAT:
FEAT:
Add Equipment
Equipment
A G LBS A G LBS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)
Background Feature
Shelter of the Faithful
I command the respect of those who share my faith. I can perform the religious ceremonies
of my faith. My companions and I can expect free healing and care at an establishment of
ATTUNED MAGICAL ITEMS (MAX 3)
my faith, though I must provide any material components needed for spells. Those who
share my religion will support me at a modest lifestyle.
©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER:
Status Possessions
©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
6 Death
MAGIC ITEM: ATTUNED
Conditions
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. MAGIC ITEM: ATTUNED
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.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
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.
Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
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.
Unconscious MAGIC ITEM: ATTUNED
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.
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.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)
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
Click Here
to change
this Icon
Character Portrait
Appearance
Enemies
Click Here
to change
this Icon
Organization Symbol
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:
STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal
I DC10 I
CHARISMA TEMPORARY HP II II
CURRENT
AC III III
Features Traits
Proficiency
Bonus
Click Here
to change
this Icon
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)
Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)
CHARACTER:
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
Spells to prepare: 5
Cleric Spells Spell attack modifier: +6 Spellcasting ability
Spell save DC: 14 Wisdom
Cantrips (0 Level)
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Sacred Flame 1 creature save or 1d8 Radiant dmg; no bonus for cover on save; +1d8 at CL 5, 11, and 17 Dex Evoc 1a 60 ft V,S Instantaneous P 272
AT
WILL Spare the Dying 1 living creature with 0 current hp becomes stable — Necro 1a Touch V,S Instantaneous P 277
AT
WILL Thaumaturgy Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc. — Trans 1a 30 ft V 1 min (D) P 282
1st Level
ME 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
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Command 1+1/SL crea in 15-ft rad save or follow one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+2/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 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
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
) Divine Favor Your weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
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 V,S,M Conc, 10 min P 270
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
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
) Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter); Spell Sheet 1/1 ©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST