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Cards for D&D 5E.

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Page 1: 5e Cards

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

Page 2: 5e Cards

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

Page 3: 5e Cards

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.

Page 4: 5e Cards

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.