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Name:

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Race:
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Hair:
Faith:

1
LEVEL

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Player:

Gender:
Age:
Weight:
Size: Medium
Eyes:
Skin:
Alignment:

Proficiency Bonus
Modifier (won't print)

Skills

Abilities
ABILITY

10

10

10
10

10

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

SAVING THROW

Proficiency
Bonus

+2

SKILLS

PROF.
BONUS

SAVING THROWS

10

MODIFIER

INSPIRATION
SAVING THROW ADVANTAGES / DISADVANTAGES

0
Save Modifiers
(won't print)

Limited Features

SR

MAX. RECO-

FEATURE

USAGES

VERY

LR

Ability save DC

USED

= 8+ PROFIENCY
+
BONUS

MODIFIER

MAX. RECO-

FEATURE

USAGES VERY

USED

Acrobatics (DEX)

PROF

EXP

Animal Handling (WIS) 0

PROF

EXP

Arcana (INT)

PROF

EXP

Athletics (STR)

PROF

EXP

Deception (CHA)

PROF

EXP

EXP

History (INT)

PROF

Insight (WIS)

PROF

EXP

Intimidation (CHA)

PROF

EXP

Investigation (INT)

PROF

EXP

EXP

Medicine (WIS)

PR0F

Nature (INT)

PROF

EXP

Perception (WIS)

PROF

EXP

Performance (CHA)

PROF

EXP

EXP

Persuasion (CHA)

PROF

Religion (INT)

PROF

EXP

Sleight of Hand (DEX) 0

PROF

EXP

Stealth (DEX)

PROF

EXP

PROF

EXP

Survival (WIS)
Jack of All Trades

DEX

Defense

AC

+
+

0
+

AC

ARMOR
BONUS

2+

SHIELD
BONUS
DEXTERITY
MOD

MAGIC

STEALTH

+
+

WEAPON / DESCRIPTION

Heal

WOUNDS

DISADV.

MAGIC

CURRENT MAX HP
TEMP.

RESISTANCE

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

HP

MAGIC

Attacks

SPEED
ENCUMBERED

SPEED

MISC.

Health
10

10

Initiative

Remarkable Athlete

VISION

10 Passive Perception

Combat

NOTES / TOOLS

Skill Modifiers
(won't print)

MAX HIT POINTS

MISC
MOD 1
MISC
MOD 2

HALF DAMAGE
Auto-Calculate Attacks

RANGE

TO HIT

ATTACKS
ACTION

PER

DAMAGE

DAMAGE TYPE

RECOVER HALF OF YOUR MAXIMUM


HIT DICE AFTER A LONG REST.

HIT
DICE

Bonus Actions
MAXIMUM OF 1 BONUS ACTION PER TURN.

+
DIE

DC10

I
II

III

D
LEVEL

I
II

CON

USED

DE

III
S
AT
OW
HS
AVING THR

Re
Reactions
MAXIMUM OF 1 REACTION PER TURN.

Opportunity Attack

SPECIAL ATTACK / DESCRIPTION

AMMUNITION
Reset Ammo

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

Features

Background
PERSONALITY TRAIT

Racial Traits
IDEAL

BOND

Class Features
Armor:
Weapons:

Lig
Light
Si
Simple

M
Medium
Ma
Martial

He
Heavy
avy
O
Other:

FLAW

Shi
Shields

Feats
FEAT:

FEAT:

FEAT:

FEAT:

FEAT:

Select an equipment pack

Equipment
# WHT.

ADVENTURING GEAR

ADVENTURING GEAR

# WHT.

Background Feature

ATTUNED MAGICAL ITEMS (MAX 3)

Languages
SUBTOTAL
ENCUMBERED

51 100 lb.

-10 FT. SPEED

Experience

PLATINUM
PIECES

SUBTOTAL

HEAVILY ENCUMBERED
101 - DISADVANTAGE WITH:
HECKS, ATTACKS, SAVES
150 lb. CTHAT
USE STR, DEX, CON
-20 FT. SPEED

GOLD
PIECES

ELECTRUM
PIECES

Add XP
Experience to
add to the total:
(won't print)

0 Lev 1
300 Lev 2
900 Lev 3
2.700 Lev 4
6.500 Lev 5

14.000 Lev 6
23.000 Lev 7
34.000 Lev 8
48.000 Lev 9
64.000 Lev 10

85.000 Lev 11
100.000 Lev 12
120.000 Lev 13
140.000 Lev 14
165.000 Lev 15

195.000 Lev 16
225.000 Lev 17
265.000 Lev 18
305.000 Lev 19
355.000 Lev 20

1 PP = 10 GP

1 GP = 10 SP

1 EP = 5 SP

TOTAL WEIGHT

SPEED = 5 FT.

GEAR & COINS

151 300 lb.

SILVER
PIECES

Get the latest version of this sheet on enworld.org


TOTAL EXPERIENCE

PUSH/DRAG/LIFT

1 SP = 10 CP

0 lb.

COPPER LIFESTYLE:
PIECES
DAILY PRICE:

GEMS AND OTHER VALUABLES:

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

CHARACTER:

Status

Possessions

Exhaustion
LEVEL

EFFECT (CUMULATIVE)

Magic Items

Disadvantage on Ability Checks


Speed halved

Disadvantage on Attack Rolls and Saving Throws

Hit Point maximum halved

Speed reduced to 0

Death

ig
g

FINISHING A LONG REST REDUCES


THE EXHAUSTION LEVEL BY 1,
PROVIDED THAT YOU ALSO INGESTED
SOME FOOD AND DRINK.

1
2

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

Conditions
Blinded

Fail checks involving sight; attacks have


disadvantage; enemy attacks have advantage.

Charmed

Cannot harm the charmer; charmer has


advantage on any social interaction.

Deafened

Fail checks involving hearing.

Petrified

Become incapacitated; become paralyzed; gain


resistance to all damage; stop aging; immune
to poison or disease; weight increase by a
factor of 10.

Poisoned

Ability checks have disadvantage; attacks have


disadvantage.

Prone

Frightened

Check and attacks have disadvantage when


source of fear is in sight; cannot willingly move
closer to the source of fear.

Only move by crawling or stand up; attacks


have disadvantage; enemy attacks have
advantage if within 5 ft or have disadvantage
otherwise.

Grappled

Restrained

Speed drops to 0; attacks have disadvantage;


enemy attacks have advantage; Dex saving
throws have disadvantage.

Speed drops to 0.

Incapacitated

Cannot take actions or reactions.

Stunned

Invisible

Cannot be seen (normally); attacks have


advantage; enemy attacks have disadvantage.

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage;
cannot move; can only speak falteringly.

Unconscious

Paralyzed

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage; enemy
attacks within 5 ft are critical hits; cannot
speak, move or take physical actions.

Become incapacitated; fall prone and drop


what you are holding; fail Str and Dex
saving throws; enemy attacks have advantage;
enemy attacks within 5 ft are critical hits.

Combat Rules

Show Notes; Hide Rules

Extra Equipment
GEAR

Dash

Action

Disengage

Action

Dodge

Action

Escape Grapple

Action

Help

Action

Hide

Action

Overrun
Ready
Search
Tumble
Use Object
Disarm

Grapple
Mark
Shove
Move Grappled

# WHT.

GEAR

# WHT.

You gain your Speed as extra movement this turn.


Your movement doesnt provoke Opportunity Attacks for the
rest of the turn.
Disadvantage on Attack Rolls against you. You have Advantage
on DEX Saving Throws.
STR (Athletics) or DEX (Acrobatics) check vs. opponents STR
(Athletics) check to be free of the grappled condition.
You give an ally Advantage on the next Ability Check or Attack
Roll it makes vs. an opponent within 5 ft of you.
DEX (Stealth) check vs. opponents WIS (Perception) check.

Win opposing STR (Athletics) check to move through opponents


Action or
space once this turn. Advantage if you are larger than opponent
Bonus Action
and disadvantage if you are smaller than opponent.
You choose an action you will take in response to a trigger, using
Action
your Reaction. Readying a spell requires concentration.
Action

You search for something.

Action or
Win opposing DEX (Acrobatics) check to move through
Bonus Action opponents space once this turn.
You interact with an object.
Action
You can interact with an object once per turn for free.
Weapon attack roll vs. opponents STR (Athletics) or DEX
(Acrobatics) check to knock one item from its grasp. You have
disadvantage if opponent is holding item with two or more
Attack
hands. Opponents larger than you have advantage. Opponents
smaller than you have disadvantage.
Win STR (Athletics) check vs. opponents STR (Athletics) or DEX
(Acrobatics) check. Can only start grapple with opponents that
Attack
are up to one size category larger than yourself.
Together with a melee attack you can mark the target of that
attack. Until the end of your next turn, make one opportunity
Melee
attack against the marked target with advantage without
Attack
expanding your reaction.
Win opposing STR (Athletics) check to move opponent 5 ft back.
Attack
Disadvantage if trying to move the opponent to a side.
Bring grappled opponent along with you as part of your move
action, but can only move half speed unless the opponent is
Move
two or more size categories smaller than you.

Half Cover
Three-Quarters Cover

You gain +2 to AC and +2 to DEX Saving Throws.

Total Cover

You cannot be targeted directly by an attack or a spell, although


some spells can reach you by including you in its area of effect.

TOTAL WEIGHT

TOTAL WEIGHT

Other Holdings

You gain +5 to AC and +5 to DEX Saving Throws.


DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

Background
Character History

Character Portrait
Reset Portrait

Appearance

Enemies

Allies & Organizations

Organization Symbol
Reset Symbol

Name:
Race:
Height:

Companion
ABILITY

10

10

10
10
10

MODIFIER

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

SAVING THROW
BONUS

Skills

Gender:
Weight:

Age:
Size: Medium

Attacks

Passive Perception

ATTACKS
ACTION

PER

ATTACK / DESCRIPTION

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

SENSES / SKILL PROFICIENCIES

Speed
Health

Defense

Heal

WOUNDS
DC10

10

MISC.

CHA
CHARISMA

TEMP.

AC

DE

MAX HIT POINTS

Initiative

III
S
AT
OW
HS
AVING THR

HIT DICE
LEVEL

Features

II

III

HP

DEX

+ 0

II

DIE

CON

USED

Annotations

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Notes

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

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