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7

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 Animal Handling (WIS)

+3

14

Senses

+2

PROF. EXP.

BONUS NAME (ABILITY)

Hide 2nd DC

MODIFIER

STR

13

Show extra features

Name: Adalid Knight


Player: Adn
Class: Paladin 2, Cleric (Arcana Domain) 4, Storm Sorcerer 1,
Add:
Next level: 34.000
Experience: 23.000
Faction
Agent
The Harpers
Background:
Size: Medium Height:
Weight:
Race: Aasimar
Gender: Female Hair: Black
Eyes: Cobalt Blue Skin: P21ale white
Faith:
Age: 21
Alignment: Neutral Good

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

Sleight of Hand (DEX)

Stealth (DEX)

Lay on Hands

Saving Throw Advantages / Disadvantages

+3 Survival (WIS)

Tool
DEX

Combat

ARMOR
BONUS

Plate +3

SHIELD
BONUS

+3

DEXTERITY
MOD

MAGIC

MISC
MOD 1

+
+
+

AC DURING REST

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

20 ft

WOUNDS

Defender

TEMPORARY HP

RESISTANCE

HP

Necrotic
Radiant

66

CURRENT

MAX HIT POINTS

Defense Fighting Style


HALF DAMAGE

D 10 + 2

D 8

+ 2

D 6

+ 2

HIT
DICE 1

RECOVER HALF OF YOUR MAXIMUM


HIT DICE AFTER A LONG REST.

LEVEL

Str

Versatile (1d10), Defender


Versatile (1d10),

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

DEATH SAVING THROWS

Actions
AND

Melee

+4

1d8+1 Slashing

Attack / Cast a Spell

Channel Divinity: Turn Undead

Dash / Disengage / Dodge

Lesser Restoration

Melee

+4

1d8+1

Escape Grapple / Help / Hide

Daylight

Bludgeoning

Ready / Search / Use Object


Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove

Divine Sense
Lay on Hands
BONUS ACTIONS
Tempestuous Magic (after casting)

TOTAL

TYPE
Reload

AMMUNITION

TOTAL

TYPE
Reload

AMMUNITION

REACTIONS
Opportunity Attack

USED THIS ROUND

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.9.6 (A4)

21
+

AC

SPEED

Health

Defense

30

Initiative

MISC.

Get the latest version of this sheet on enworld.org


Add Features

Background

Features
PERSONALITY TRAITS

Racial Traits

I venerate a distinct hero of my faith, and persistently reference that individual's


accomplishments and lessons. I am accepting (or unaccepting) of other faiths and honor
(or dishonor) the devotion to other deities.

Aasimar (+1 Wisdom, +2 Charisma)

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:

against their instruction. (Any)

BOND

Charisma is my spellcasting ability for these spells.

Class Features

Aspiration: I aim to demonstrate myself worth my deity's favor by paralleling my actions

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

Lay on Hands (Paladin 1, PHB 84) [10 per long rest]

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

Defense Fighting Style (Paladin 2, PHB 84)

FEAT:

(PHB, page 165)

Actor

Advantage on Charisma (Deception) and (Performance) if trying to pass as another. I can


mimic a person's speech or other creature's sounds if I've heard it for at least 1 minute.
Wisdom (Insight) vs. Charisma (Deception) to determine the sound is faked. [+1 Charisma]

FEAT:

+1 bonus to AC when I'm wearing armor

Spellcasting (Paladin 2, PHB 84)

I can cast prepared paladin spells, using Charisma as my spellcasting ability


I can use a holy symbol as a spellcasting focus

Divine Smite (Paladin 2, PHB 84)

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:

Spellcasting (Cleric 1, PHB 58)

FEAT:

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

Arcane Initiate (Arcana Domain 1, SCAG 125)

I gain proficiency with Arcana and two wizard cantrips that count as cleric cantrips

FEAT:

Channel Divinity (Cleric 2, PHB 58) [1 per short rest]

I can channel divine energy to cause an effect; the save for this is my cleric spell DC

Channel Divinity: Turn Undead (Cleric 2, PHB 59)

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

Channel Divinity: Arcane Abjuration (Arcana Domain 2, SCAG 125)

# 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:

Spellcasting (Sorcerer 1, PHB 101)


I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability
I can use an arcane focus as a spellcasting focus

Wind Speaker (Storm Sorcery 1, SCAG 137)

I can speak, read, and write Primordial (and its dialects Aquan, Auran, Ignan, Terran)

Tempestuous Magic (Storm Sorcery 1, SCAG 137)

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

ATTUNED MAGICAL ITEMS (MAX 3)

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

Tools & Others

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

GEAR & COINS

DAILY PRICE:
GEMS AND OTHER VALUABLES:

+2 from Faction Agent

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

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.9.6 (A4)

As a bonus action, after casting a 1st-level or higher spell, I can control elemental air

CHARACTER: Adalid Knight

Possessions

Status

LEVEL

EFFECT (CUMULATIVE)
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

Choose Visible Sections

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

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
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 +5 to AC and +5 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.

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

TOTAL WEIGHT

Other Holdings

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.9.6 (A4)

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

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.9.6 (A4)

Allies & Organizations

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

SENSES / SKILL PROFICIENCIES

Speed
Health

Defense

Heal

TEMPORARY HP

DC10

II

CURRENT

AC

HP

III

DEATH SAVING THROWS

HIT DICE
LEVEL

Features

I
II

III

MAX HIT POINTS

Initiative

LIVE

DIE

WOUNDS

DEX

+ 0

Gender:
Weight:

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

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.9.6 (A4)

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Notes

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