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DESCRIPTION
Cards for D&D 5E.
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Name
Class
Race
Lvl
STR COMBAT DEX Attack + dam
INT
WIS
CON
CHA
AC HD
SPD Max
Current HP
Features and Traits
Name
Class
Race
Lvl
STR COMBAT DEX Attack + dam
INT
WIS
CON
CHA
AC HD
SPD Max
Current HP
Features and Traits
Name
Class
Race
Lvl
STR COMBAT DEX Attack + dam
INT
WIS
CON
CHA
AC HD
SPD Max
Current HP
Features and Traits
Name
Class
Race
Lvl
STR COMBAT DEX Attack + dam
INT
WIS
CON
CHA
AC HD
SPD Max
Current HP
Features and Traits
Name
Class
Race
Lvl
STR COMBAT DEX Attack + dam
INT
WIS
CON
CHA
AC HD
SPD Max
Current HP
Features and Traits
Abilities Strength Athletics
Dexterity Acrobatics
Slight of hand
Stealth
Intelligence Arcana
Investigation
History
Religion
Nature
Wisdom Animal
Handling
Insight
Medicine
Perception
Survival
Charisma Intimidation
Deception
Performance
Persuasion
Cover
+ to AC and dex save
Half Cover +2
¾ cover = +5
Total cover = cant be
targeted directly
Stabilise = DC10 Wis
(medicine) check
Spell save DC = Lvl
+ proficiency +8
Attack. bonus = lvl +
proficiency
# Name Cond HP
CR XP 14 11.5k 1/8 25 15 13k 1/4 50 16 15k 1/2 100 17 18k
1 200 18 20k 2 450 19 22k 3 700 20 25k 4 1.1k 21 33k 5 1.8k 22 41k 6 2.3k 23 50k 7 2.9k 24 62k 8 3.9k 25 75k 9 5k 26 90k
10 5.9k 27 105k 11 7.2k 28 120k 12 8.4k 29 135k 13 10k 30 155k
Notes
Proficiencies (Bonus + )
Saves, Skills, Tools etc
Passive Wisdom (Perception)
Personality Trait
Ideal
Flaw
Bond
Proficiencies (Bonus + )
Saves, Skills, Tools etc
Passive Wisdom (Perception)
Personality Trait
Ideal
Flaw
Bond
Proficiencies (Bonus + )
Saves, Skills, Tools etc
Passive Wisdom (Perception)
Personality Trait
Ideal
Flaw
Bond
Combat Actions Attack
Cast a Spell Dash – Double movement
Disengage – Movement does not
provoke opportunity attacks this turn
Dodge – until your next turn, all
attacks against you have disadv and
your dex.saves have adv.
Help – your direct or indirect action
gives adv. to another.
Hide – Stealth check to be unseen –
gain adv against creatures who cant
seen you
Ready - hold your action till specific
trigger occurs. Act as a Reaction to
the trigger. Spells need concentration
till trigger. 1 Reaction per turn per PC.
Search
Use an Object
Proficiencies (Bonus + )
Saves, Skills, Tools etc
Passive Wisdom (Perception)
Personality Trait
Ideal
Flaw
Bond
Proficiencies (Bonus + )
Saves, Skills, Tools etc
Passive Wisdom (Perception)
Personality Trait
Ideal
Flaw
Bond
Notes
2 x1.5
3-6 x2
7-10 x2.5
11-14 x2.5
15+. x4
Lv
Easy Med Hrd Ddly 1 25 50 75 100 2 50 100 150 200 3 75 150 225 400 4 125 250 375 500 5 250 500 750 1,1k 6 300 600 900 1,4k 7 350 750 1,1k 1,7k 8 450 900 1,4k 2,1k 9 550 1,1k 1,6k 2,4k
10 600 1,2k 1,9k 2,8k 11 800 1,6k 2,4k 3,6k 12 1k 2k 3,k 4,5k 13 1,1k 2,2k 3,4k 5,1k 14 1,2k 2,5k 3,8k 5,7k 15 1,4k 2,8k 4,3k 6,4k 16 1,6k 3,2k 4,8k 7,2k 17 2,k 3,9k 5,9k 8,8k 18 2,1k 4,2k 6,3k 9,5k 19 2,4k 4,9k 7,3k 10,9k 20 2,8k 5,7k 8,5k 12,7k
# Name Cond HP
Insp. XP
☺ Death
saves �
PP GP EP SP CP
Equipment/Notes
Insp. XP
☺ Death
saves �
PP GP EP SP CP
Equipment/Notes
Insp. XP
☺ Death
saves �
PP GP EP SP CP
Equipment/Notes
Insp. XP
☺ Death
saves �
PP GP EP SP CP
Equipment/Notes
Insp. XP
☺ Death
saves �
PP GP EP SP CP
Equipment/Notes
Notes
CR
Att
AC
HP Damage Trick
Spell
⅛ 1 100
11 1d4+2 1 -
¼ 1 12 16 1d6+2 1 -
½ 1 12 19 2d4+3 1 1
1 1 14 28 2d6+2 1 1
2 1 14 38 2d8+2 2 2
3 1 15 48 2d8+2 3 2
4 1 13 40 3d6+2 4 3
5 2 13 100 2d8+4 4 3
6 2 13 120 3d8+4 4 3
7 2 12 150 3d10+6 2 1
8 2 15 140 2d10+8 4 2
9 2 18 160 4d10+8 3 2
10
2 17 180 3d8+10 5 3
v
Effects (1)
Blinded Autofail any check that requires sight. Attack
rolls against have adv. Creature’s attack rolls
have disadv.
Charmed
Can’t attack or harm the charmer. Charmer has
adv. on social checks
Deafened
Autofail any check that requires hearing
Frightened Disadv. on all d20 rolls while source of its fear
is in sight. Creature can’t willingly move closer
to source of fear
Grappled
Speed = 0. Can still attack. Ends if grappler is
incapacitated or if effect removes creature from
grappler eg: forced move
Incapacitated Can’t act or react. Autofail Str and
Dex saves. Attack rolls against have
adv. Any hit is a crit if within 5 ft
Effects (2)
Invisible Impossible to see without magic or special
sense. Can be detected by noise or tracks.
Attack rolls against have disadv. Creature’s
attack rolls have adv.
Paralyzed
Incapacitated.
Petrified
Weight increases by 10X, and stop aging.
Incapacitated. Resistance all damage. Immune
to poison + disease
Poisoned
Disadv. on all d20 rolls.
Prone
Must crawl. Has disadv. on attack
rolls. Attack rolls against have adv. if
within 5ft. Otherwise, disadv.
Restrained
Speed = 0. Attack rolls against have adv.
Creature’s attack rolls + dex saves have disadv.
Spells Ammo
tracking
Spells Ammo
tracking
Spells Ammo
tracking
Notes
Spells Ammo
tracking
Spells Ammo
tracking
Effects (3) Stunned
Incapacitated but can speak falteringly.
Unconscious
Incapacitated and prone.
Exhaustion
Caused by starvation, exposure, spells etc,
measured in six levels. Effects can = 1 or more
levels.
1 Disadv. on checks
2 1/2 Speed
3 Disadv. on attack rolls and saves
4 HP max halved
5 Speed = 0
6 Death
Effects and levels stack
An effect that removes exhaustion reduces its
level as specified in the effect’s description,
with all exhaustion effects ending if a creature’s
exhaustion level is reduced below 1.
Finishing a long rest reduces a creature’s
exhaustion level by 1, provided that the creature
has also ingested some food and drink
Abilities Strength Athletics
Dexterity Acrobatics
Slight of hand
Stealth
Intelligence Arcana
Investigation
History
Religion
Nature
Wisdom Animal
Handling
Insight
Medicine
Perception
Survival
Charisma Intimidation
Deception
Performance
Persuasion
DC 5 Trivial
10 Easy
15 Moderate
20 Hard
25 Very Hard
30 Formidable
Stealth
Dex (Stealth) vs Wis (Percep)
1st Aid (Stabilise)
DC10 Wis (Medicine) check
Spell Save DC
8 + spell level + proficiency
Tricks (roughly ordered by level)
Heightened/extra senses
Range AND Melee attacks
Teleport
Poison
Hide
Languages
Escape
Heal
Group Tactics (Attack or damage
bonus in groups)
Resist Element
Immunity
Resist non-magic
Regeneration
Extra Reaction
Trade more tricks and spells for
less HP and AC.