Professional Documents
Culture Documents
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)
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
Attacks PER
ATTACKS
ACTION Actions
D D D AND
N CTI N E CTI N
AMMUNITION
Features Background
PERSONALITY TRAIT
Racial Traits
IDEAL
BOND
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
SUBTOTAL SUBTOTAL
Proficiencies ENCUMBERED
STR
HEAVILY ENCUMBERED
STR
PUSH/DRAG/LIFT
STR
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
CHARACTER:
Status Possessions
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
G
MAGIC ITEM: ATTUNED
I
C
I
C
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
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
Features Annotations
Show
Hide lines
lines left
left column
column Show
Hide lines
lines right
right column
column
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
Show
Hide lines
lines left
left column
column Show
Hide lines
lines right
right column
column
Notes