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Name: Player:

1 Class and Levels:


Background:
Race: Gender: Age:
LEVEL Height: Weight: Size: Medium
Hair: Eyes: Skin:
Faith: Alignment:

Abilities Skills

ABILITY MODIFIER SAVING THROW PROF. SKILLS TOOL PROFICIENCIES


BONUS
0 Acrobatics (DEX)
PROF EXP

10
STR 0 0 0 Animal Handling (WIS)
PROF EXP

STRENGTH
0 Arcana (INT)
PROF EXP

DEX +2
10 0 0 0 Athletics (STR)
PROF EXP

DEXTERITY
0 Deception (CHA)
PROF EXP
SAVING THROWS

10 CON 0 0 0 History (INT)


PROF EXP

CONSTITUTION
0 Insight (WIS)
PROF EXP

Proficiency
10 INT 0 0 0 Intimidation (CHA)
PROF EXP

INTELLIGENCE
Bonus
0 Investigation (INT)
PROF EXP

WIS INSPIRATION 0 Medicine (WIS)


PR0F EXP

10 0 0
SAVING THROW ADVANTAGES / DISADVANTAGES
0 Nature (INT)
PROF EXP
WISDOM

0 Perception (WIS)
PROF EXP

10 CHA 0 0
0 Performance (CHA)
PROF EXP
CHARISMA

0 Persuasion (CHA)
PROF EXP

0 Religion (INT)
PROF EXP

Limited Features Ability save DC = 8+ PROFIENCY


BONUS + MODIFIER

0 Sleight of Hand (DEX)


PROF EXP

MAX. 5(&2 MAX. 5(&2


FEATURE 9(5< USED FEATURE USAGES 9(5< USED
0 Stealth (DEX)
PROF EXP
USAGES

0 Survival (WIS)
PROF EXP

VISION
10 Passive Perception

SPEED
DEX
SPEED ENCUMBERED
MISC.
Combat 0 Initiative 0 +

Defense Health
AC MAGIC

10 ARMOR STEALTH WOUNDS


BONUS + DISADV.
+ MAGIC

10
CURRENT MAX HP
SHIELD
BONUS 2+ TEMP.
+ RESISTANCE
0 DEXTERITY MEDIUM ARMOR (MAX = 2)
AC +
MOD HEAVY ARMOR (MOD = 0) HP
MAGIC D +
+
HIT POINTS I DC10 I
MISC D + II II
MOD 1
+ RECOVER HALF OF YOUR MAXIMUM HIT D + III III
MISC
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 Bonus Actions Reactions
Re
PROF. WEAPON TO HIT DAMAGE DAMAGE TYPE RANGE / PROPERTIES MAXIMUM OF 1 BONUS ACTION PER TURN. MAXIMUM OF 1 REACTION PER TURN.
Opportunity Attack

Combat Actions
SPEC.
ATT. DASH: You gain your Speed as an extra movement this turn.
DISENGAGE: Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.
SPEC.
ATT. DODGE: Disadvantage on Attack Rolls against you and Advantage on DEX Saving Throws.
HELP: Ally has Advantage on the next Ability Check or Attack Roll it makes vs. a creature within 5’ of you.
READY: You choose an action you will take in response to a trigger, using your Reaction.
AMMUNITION HIDE / SEARCH: You hide yourself or search for something.
USE AN OBJECT: You interact with an object (you can interact with an object once per turn for free).
Features Background
PERSONALITY TRAIT

Racial Traits

IDEAL

BOND

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

Feats

FEAT:

FEAT:

FEAT:

FEAT:

FEAT:

Equipment
ADVENTURING GEAR # WHT. ADVENTURING GEAR # WHT.

Background Feature

Languages

Spells ATTUNED MAGICAL ITEMS (MAX 3)

SPELL LEVEL 1 2 3 4 5 6 7 8 9
SPELL SLOTS SUBTOTAL 0 SUBTOTAL 0

USED ENCUMBERED +($9,/<ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT


51 - 101 - DISADVANTAGE WITH: 151 -
100 lb. 150 lb. CTHAT HECKS, ATTACKS, SAVES
USE STR, DEX, CON
300 lb. 0 lb.
-10 FT. SPEED -20 FT. SPEED SPEED = 5 FT. ADVENTURING GEAR

Experience PLATINUM
PIECES
GOLD
PIECES
ELECTRUM
PIECES
SILVER
PIECES
COPPER LIFESTYLE:
PIECES

TOTAL EXPERIENCE 0 Lev 1 14.000 Lev 6 85.000 Lev 11 195.000 Lev 16 1 PP = 10 GP 1 GP = 10 SP 1 EP = 5 SP 1 SP = 10 CP DAILY PRICE:
300 Lev 2 23.000 Lev 7 100.000 Lev 12 225.000 Lev 17
900 Lev 3 34.000 Lev 8 120.000 Lev 13 265.000 Lev 18 GEMS AND OTHER VALUABLES:
2.700 Lev 4 48.000 Lev 9 140.000 Lev 14 305.000 Lev 19
6.500 Lev 5 64.000 Lev 10 165.000 Lev 15 355.000 Lev 20
©JAVIER AUMENTE - JAAUVEL@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

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