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Name: Player:

Class:
E : N
Background:
LEVEL Race: : Height: eight:
Gender: Hair Eyes: :
Age: : :

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.

Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability save DC Animal Handling (WIS)
= 8 + PRBONUS Arcana (INT)
OFIENCY
+
STR
STRENGTH
Athletics (STR)

DEX Senses Deception (CHA)

DEXTERITY
Passive Perception
Proficiency History (INT)
Bonus Insight (WIS)
CON Intimidation (CHA)
CONSTITUTION INSPIRATION
Investigation (INT)
INT Limited Features Medicine (WIS)
INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USAGES Nature (INT)
WIS Perception (WIS)
WISDOM
Performance (CHA)
CHA Persuasion (CHA)
CHARISMA
Religion (INT)
Sleight of Hand (DEX)
T Stealth (DEX)
Survival (WIS)

SPEED
DEX
SPEED ENCUMBERED
MISC.
Combat Initiative +

Defense Health

ARMOR AC DURING REST WOUNDS


BONUS
+
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
DEXTERITY MEDIUM ARMOR (MAX =
AC
)
STEALTH
+
MOD HEAVY ARMOR (MOD = 0) DISADV.
HP
MAGIC
+
IT INT D +
I DC10 I
MISC D + II II
MOD 1
+
MISC RECOVER HALF OF YOUR MAXIMUM HIT D + III III
MOD 2
HALF DAMAGE HIT DICE AFTER A LONG REST. DICE DE
AT
HS OW
S
LEVEL DIE CON USED AVING THR

Attacks PER
ATTACKS
ACTION Actions
D D D AND

N CTI N E CTI N

AMMUNITION
Features Background
PERSONALITY TRAIT

Racial Traits

IDEAL

BOND

Class Features FLAW

Armor: Lig
Light M
Medium He
Heavy
avy Shi
Shields
Weapons: Si
Simple Ma
Martial O
Other:

Feats

FEAT:

FEAT:

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # WHT. ADVENTURING GEAR # WHT.

Background Feature

ATTUNED MAGICAL ITEMS (MAX 3)

SUBTOTAL SUBTOTAL
Proficiencies ENCUMBERED
STR
HEAVILY ENCUMBERED
STR
PUSH/DRAG/LIFT
STR
TOTAL WEIGHT

10 FT. SPEED 20 FT. SPEED SPEED = 5 FT.


DISADV. STR, DEX, CON

Languages Tools & Others


GEAR & COINS
PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
= 10 GP =10 SP = 5 SP = 10 CP

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 Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 C
2

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
3 T
MAGIC ITEM: ATTUNED
4
5
ig
g
6
MAGIC ITEM: ATTUNED

Conditions

MAGIC ITEM: ATTUNED


C
C

MAGIC ITEM: ATTUNED

G
MAGIC ITEM: ATTUNED
I
C

I
C

MAGIC ITEM: ATTUNED

Choose Visible Sections

Combat Rules
Notes Extra Equipment Combat Rules
GEAR # WHT. GEAR # WHT.
Dash Action You gain your Speed as extra movement this turn. Dash Action You gain your Speed as extra movement this turn.
Your movement doesnt provoke Opportunity Attacks for the Your movement doesnt provoke Opportunity Attacks for the
Disengage Action
rest of the turn. Disengage Action
rest of the turn.
Disadvantage on Attack Rolls against you. You have Advantage Disadvantage on Attack Rolls against you. You have Advantage
Dodge Action
on DEX Saving Throws.
Dodge Action
on DEX Saving Throws.
STR (Athletics) or DEX (Acrobatics) check vs. opponents STR STR (Athletics) or DEX (Acrobatics) check vs. opponents STR
Escape Grapple Action
(Athletics) check to be free of the grappled condition.
Escape Grapple Action
(Athletics) check to be free of the grappled condition.
You give an ally Advantage on the next Ability Check or Attack You give an ally Advantage on the next Ability Check or Attack
Help Action
Roll it makes vs. an opponent within 5 ft of you.
Help Action
Roll it makes vs. an opponent within 5 ft of you.
Hide Action DEX (Stealth) check vs. opponents WIS (Perception) check. Hide Action DEX (Stealth) check vs. opponents WIS (Perception) check.
Win opposing STR (Athletics) check to move through opponents Win opposing STR (Athletics) check to move through opponents
Action or Action or
Overrun Bonus Action
space once this turn. Advantage if you are larger than opponent Overrun Bonus Action
space once this turn. Advantage if you are larger than opponent
and disadvantage if you are smaller than opponent. and disadvantage if you are smaller than opponent.
You choose an action you will take in response to a trigger, using You choose an action you will take in response to a trigger, using
Ready Action
your Reaction. Readying a spell requires concentration.
Ready Action
your Reaction. Readying a spell requires concentration.
Search Action You search for something. Search Action You search for something.
Action or Win opposing DEX (Acrobatics) check to move through Action or Win opposing DEX (Acrobatics) check to move through
Tumble Bonus Action opponents space once this turn.
Tumble Bonus Action opponents space once this turn.
You interact with an object. You interact with an object.
Use Object Action
You can interact with an object once per turn for free.
Use Object Action
You can interact with an object once per turn for free.
Weapon attack roll vs. opponents STR (Athletics) or DEX Weapon attack roll vs. opponents STR (Athletics) or DEX
(Acrobatics) check to knock one item from its grasp. You have (Acrobatics) check to knock one item from its grasp. You have
Disarm Attack disadvantage if opponent is holding item with two or more Disarm Attack disadvantage if opponent is holding item with two or more
hands. Opponents larger than you have advantage hands. Opponents larger than you have advantage
disadvantage disadvantage
Win STR (Athletics) check vs. opponents STR (Athletics) or DEX TOTAL
Win STR (Athletics) check vs. opponents STR
TOTAL WEIGHT WEIGHT or DEX
(Athletics)
Grapple Attack (Acrobatics) check. Can only start grapple with opponents that Grapple Attack (Acrobatics) check. Can only start grapple with opponents that
are up to one size category larger than yourself. are up to one size category larger than yourself.
Together with a melee attack you can mark the target of that Other Holdings Together with a melee attack you can mark the target of that
Melee attack. Until the end of your next turn, make one opportunity Melee attack. Until the end of your next turn, make one opportunity
Mark Attack attack against the marked target with advantage without Mark Attack attack against the marked target with advantage without
expanding your reaction. expanding your reaction.
Win opposing STR (Athletics) check to move opponent 5 ft back. Win opposing STR (Athletics) check to move opponent 5 ft back.
Shove Attack
Disadvantage if trying to move the opponent to a side. Shove Attack
Disadvantage if trying to move the opponent to a side.
Bring grappled opponent along with you as part of your move Bring grappled opponent along with you as part of your move
Move Grappled Move action, but can only move half speed unless the opponent is Move Grappled Move action, but can only move half speed unless the opponent is
two or more size categories smaller than you. two or more size categories smaller than you.

Half Cover You gain +2 to AC and +2 to DEX Saving Throws. Half Cover You gain +2 to AC and +2 to DEX Saving Throws.
Three-Quarters Cover You gain +5 to AC and +5 to DEX Saving Throws. Three-Quarters Cover You gain +5 to AC and +5 to DEX Saving Throws.
You cannot be targeted directly by an attack or a spell, although You cannot be targeted directly by an attack or a spell, although
Total Cover some spells can reach you by including you in its area of effect.
Total Cover some spells can reach you by including you in its area of effect.
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

Appearance

Enemies

Allies & Organizations

Organi ation Symbol


Name:
Race: Gender: Age:
Height: Weight: :

Skills Attacks
ABILITY MODIFIER SAVING THROW
ATTACKS
BONUS PER ACTION
STR Passive Perception ATTACK / DESCRIPTION RANGE TO HIT DAMAGE DAMAGE TYPE
STRENGTH
SENSES / SKILL PROFICIENCIES
DEX
DEXTERITY

CON
CONSTITUTION
Speed
INT
INTELLIGENCE
Health
WIS Defense
WISDOM
Heal WOUNDS
I DC10 I

CHA TEMP.
II II

III III
CHARISMA
AC
DE

HP
AT S
HS OW
AVING THR

IT INT HIT DICE D +


MISC. DEX
LEVEL DIE
Initiative
CON USED
+

Features 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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