Professional Documents
Culture Documents
LEVEL
Skills
Abilities
ABILITY
STRENGTH
DEX
10
DEXTERITY
CON
14
CONSTITUTION
INT
INTELLIGENCE
WIS
16
WISDOM
CHA
18
ADV
DIS
CHARISMA
SAVING THROW
+1
+1
PROF.
BONUS
Ability Save DC
15
=8+
PROFIENCY
BONUS
Charisma
Wisdom
-1
-1
+2 Arcana (INT)
+1 Athletics (STR)
+7 Deception (CHA)
Darkvision 60 ft
+6 Insight (WIS)
+7 Intimidation (CHA)
INSPIRATION
Limited Features
FEATURE
-1 History (INT)
Proficiency
Bonus
13 Passive Perception
+2
Acrobatics (DEX)
+3
14
Senses
+2
PROF. EXP.
Hide 2nd DC
MODIFIER
STR
13
SR
LR
-1 Investigation (INT)
+3 Medicine (WIS)
Dawn
-1 Nature (INT)
MAX. USAGES
RECOVERY
LR
+3 Perception (WIS)
10
LR
+4 Performance (CHA)
+7 Persuasion (CHA)
USED
+3
+6
Divine Sense
+4
+7
Channel Divinity
SR
Lesser Restoration
LR
+2 Religion (INT)
Daylight
LR
Stealth (DEX)
Lay on Hands
+3 Survival (WIS)
Tool
DEX
Combat
ARMOR
BONUS
Plate +3
SHIELD
BONUS
+3
DEXTERITY
MOD
MAGIC
MISC
MOD 1
+
+
+
AC DURING REST
20 ft
WOUNDS
Defender
TEMPORARY HP
RESISTANCE
HP
Necrotic
Radiant
66
CURRENT
D 10 + 2
D 8
+ 2
D 6
+ 2
HIT
DICE 1
LEVEL
Str
DISADV.
ATTACKS
PER ACTION
Warhammer
STEALTH
MISC
MOD 2
PROF ABILITY
Longsword
30 ft
Heal
10
Attacks
D
SPEED
ENCUMBERED
Str
DIE
CON
LIVE
DIE
I
II
III
USED
DC10
I
II
III
Actions
AND
Melee
+4
1d8+1 Slashing
Lesser Restoration
Melee
+4
1d8+1
Daylight
Bludgeoning
Divine Sense
Lay on Hands
BONUS ACTIONS
Tempestuous Magic (after casting)
TOTAL
TYPE
Reload
AMMUNITION
TOTAL
TYPE
Reload
AMMUNITION
REACTIONS
Opportunity Attack
21
+
AC
SPEED
Health
Defense
30
Initiative
MISC.
Background
Features
PERSONALITY TRAITS
Racial Traits
IDEAL
Celestial Legacy:
I know the Light cantrip.
Once I reach 3rd level, I can cast the Lesser Restoration spell once per long rest.
Once I reach 5th level, I can cast the Daylight spell once per long rest.
Armor:
Weapons:
Lig
Light
Si
Simple
M
Medium
Ma
Martial
Choose Feature
He
Heavy
avy
O
Other:
BOND
Class Features
FLAW
Shields
Paladin, level 2:
Feats
Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft
Until the end of my next turn, I sense the type/location if it is not behind total cover
As an action, I can use points in my pool to heal a touched, living creature's hit points
I can neutralize poisons/diseases instead at a cost of 5 points per affliction
FEAT:
Actor
FEAT:
When I hit someone in melee, I can expend spell slots to do 2d8 extra radiant damage
FEAT:
This increases by 1d8 for each spell slot level above 1st and 1d8 against undead/fiends
Cleric (Arcana Domain), level 4:
FEAT:
I gain proficiency with Arcana and two wizard cantrips that count as cleric cantrips
FEAT:
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
If an undead fails this save, it is turned for 1 minute or until it takes any damage
Add Equipment
Equipment
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
# LBS
ADVENTURING GEAR
ADVENTURING GEAR
# LBS
As an action, one celestial, elemental, fey, or fiend within 30 ft must make a Wis save
If it fails and is be able to see/hear me, it is turned for 1 min or until it takes damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
If its CR is low enough and it is not on its home plane, it is banished for 1 min instead
Banished: sent to home plane, reappearing where it was if the effect ends before 1 min
Storm Sorcerer, level 1:
I can speak, read, and write Primordial (and its dialects Aquan, Auran, Ignan, Terran)
Background Feature
I can use this control to fly up to 10 feet without provoking opportunity attacks
Safe Haven
As a faction agent, I have access to a secret network of support and operatives who can
provide assistance on my adventures. I know secret signs and passwords to identify such
operatives, who can provide me with access to a hidden safe house, free room and board,
or assistance in finding information. These agents never risk their lives or identity for me.
Languages
ENCUMBERED
66 130 lb
HEAVILY ENCUMBERED
131 - STR 10
FT SPEED
195 lb -D20
ISADV. STR, DEX, CON
STR 5
-10 FT SPEED
PLATINUM
= 10 GP
GOLD
=10 SP
Common
Primordial
Celestial
SUBTOTAL
SUBTOTAL
Proficiencies
ELECTRUM
= 5 SP
SILVER
= 10 CP
PUSH/DRAG/LIFT
196 - STR 15 - 30
SPEED = 5 FT
390 lb
COPPER LIFESTYLE:
TOTAL WEIGHT
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
As a bonus action, after casting a 1st-level or higher spell, I can control elemental air
Possessions
Status
LEVEL
EFFECT (CUMULATIVE)
Disadvantage on Ability Checks
Speed halved
Speed reduced to 0
Death
ig
g
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
Charmed
Deafened
Petrified
Poisoned
Prone
Frightened
Grappled
Restrained
Speed drops to 0.
Incapacitated
Stunned
Invisible
Unconscious
Paralyzed
Combat Rules
Extra Equipment
GEAR
Dash
Action
Disengage
Action
Dodge
Action
Escape Grapple
Action
Help
Action
Hide
Action
Ready
Search
Tumble
Use Object
Disarm
Grapple
Mark
Shove
Move Grappled
# LBS
GEAR
# LBS
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
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
Total Cover
TOTAL WEIGHT
Other Holdings
TOTAL WEIGHT
Overrun
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
Magic Items
Exhaustion
Background
Character History
Character Portrait
Reset Portrait
Appearance
Enemies
Organization Symbol
Reset Symbol
Name:
Race:
Height:
Companion
ABILITY
10
10
10
10
10
10
MISC.
MODIFIER
STR
STRENGTH
DEX
DEXTERITY
CON
CONSTITUTION
INT
INTELLIGENCE
WIS
WISDOM
CHA
CHARISMA
SAVING THROW
BONUS
Skills
Age:
Size: Medium
Attacks
Passive Perception
ATTACKS
ACTION
PER
ATTACK / DESCRIPTION
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
Speed
Health
Defense
Heal
TEMPORARY HP
DC10
II
CURRENT
AC
HP
III
HIT DICE
LEVEL
Features
I
II
III
Initiative
LIVE
DIE
WOUNDS
DEX
+ 0
Gender:
Weight:
DIE
CON
USED
Annotations
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
Notes