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Name:

Class and Levels:


Background:
Race:
Height:
Hair:
Faith:

1
LEVEL

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

Skills

Abilities
ABILITY

MODIFIER

STR

10

STRENGTH

DEX

10

CON

10

CONSTITUTION

INT

10

INTELLIGENCE

10

WIS

10

CHA

WISDOM

CHARISMA

SAVING THROW

Proficiency
Bonus 0

+2

INSPIRATION

Modifier

Use dice

SAVING THROW ADVANTAGES / DISADVANTAGES

0
Save Modifiers
(won't print)

Limited Features

SR

MAX. 5(&2

FEATURE

USAGES

9(5<

LR

Ability save DC

USED

= 8+ PROFIENCY
+
BONUS

MODIFIER

MAX. 5(&2

FEATURE

USAGES 9(5<

USED

NOTES / TOOLS

Skill Modifiers
(won't print)

SKILLS

PROF.
BONUS

SAVING THROWS

DEXTERITY

Acrobatics (DEX)

PROF

EXP

Animal Handling (WIS) 0

PROF

EXP

Arcana (INT)

PROF

EXP

Athletics (STR)

PROF

EXP

Deception (CHA)

PROF

EXP

History (INT)

PROF

EXP

Insight (WIS)

PROF

EXP

Intimidation (CHA)

PROF

EXP

Investigation (INT)

PROF

EXP

Medicine (WIS)

PR0F

EXP

Nature (INT)

PROF

EXP

Perception (WIS)

PROF

EXP

Performance (CHA)

PROF

EXP

Persuasion (CHA)

PROF

EXP

Religion (INT)

PROF

EXP

Sleight of Hand (DEX) 0

PROF

EXP

Stealth (DEX)

PROF

EXP

Survival (WIS)

PROF

EXP

Jack of All Trades

Remarkable Athlete
VISION

10 Passive Perception
DEX

Combat
Defense

AC

AC

ARMOR
BONUS

MAGIC

2+

SHIELD
BONUS
DEXTERITY
MOD

+
+

WOUNDS
CURRENT MAX HP
TEMP.

HP
MAX HIT POINTS

MISC
MOD 1
MISC
MOD 2

HALF DAMAGE

ATTACKS
ACTION

PER

RANGE

TO HIT

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

Reset Ammo

Heal

RESISTANCE

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

Attacks

AMMUNITION

DISADV.

MAGIC

STEALTH

MAGIC

WEAPON / DESCRIPTION

Initiative

SPEED
ENCUMBERED

SPEED

MISC.

Health
10

10

Reset

Show more features

Player:

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

Features

Background
PERSONALITY TRAIT

Racial Traits
IDEAL

BOND

Class Features
Armor:
Weapons:

L
Li
Light
Si
Simple

M
Medium
Ma
Martial

He
Heavy
avy
O
Other:

FLAW

Shi
Shields

Feats
FEAT:

FEAT:

FEAT:

FEAT:

Select an equipment pack

Equipment
# WHT.

ADVENTURING GEAR

ADVENTURING GEAR

# WHT.

Background Feature

Languages

ATTUNED MAGICAL ITEMS (MAX 3)

SUBTOTAL
ENCUMBERED

51 100 lb.

-10 FT. SPEED

STR 5

Experience

PLATINUM
PIECES

CARRYING
CAPACITY 2

GOLD
PIECES

SUBTOTAL

HEAVILY ENCUMBERED
101 - -20 FT. SPEED
DISADVANTAGE WITH:
150 lb. CHECKS, ATTACKS, SAVES
STR 10
THAT USE STR, DEX, CON
ELECTRUM
PIECES

SILVER
PIECES

PUSH/DRAG/LIFT
151 - SPEED

300 lb.
STR 15-30

5 FT.

TOTAL WEIGHT

0 lb.

GEAR & COINS

COPPER LIFESTYLE:
PIECES

Get the latest version of this sheet on enworld.org

TOTAL EXPERIENCE
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

1 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

EFFECT (CUMULATIVE)

Disadvantage on Ability Checks

Speed halved

Disadvantage on Attack Rolls and Saving Throws

Hit Point maximum halved

Speed reduced to 0

Death

FINISHING A LONG REST REDUCES


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

LEVEL

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 is holding; fail Str and Dex saving
throws; enemy attacks have advantage; enemy
attacks within 5 ft are a critical hits.
Show Notes; Hide Rules

Combat Rules

Extra Equipment
GEAR

Dash

Action

Disengage

Action

Dodge

Action

Escape Grapple

Action

Help

Action

Hide
Overrun
Ready
Search
Tumble
Use Object
Disarm

Grapple
Mark
Shove
Move Grappled

Action

# 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
Attack
(Acrobatics) check. Can only start grapple with opponents that
are up to one size larger than yourself.
Together with a melee attack you can mark the target of that
Melee
attack. Until the end of your next turn, make one opportunity
Attack
attack against the marked target with advantage without
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
Move
action, but can only move half speed unless opponent is two or
more sizes smaller than you.

TOTAL WEIGHT

TOTAL WEIGHT

Other Holdings

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

Reset Portrait

Enemies

Allies & Organizations

Show faction/renown fields

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
Defense

Health
Heal

WOUNDS
DC10

10

MISC.

CHA
CHARISMA

TEMP.

AC

Initiative

DE

III
S
AT
OW
HS
AVING THR

HIT DICE
LEVEL

Features

II

III

HP
MAX HIT POINTS

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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Notes

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