You are on page 1of 3

CLASS & LEVEL BACKGROUND

RACE ALIGNMENT

STRENGTH NORMAL OTHER


PROFICIENCY BONUS

ARMOR
SAVING THROWS CLASS
RESISTANCES & IMMUNITIES INITIATIVE SPEED
STR INT
DEX WIS CURRENT TEMPORARY EXPERIENCE

DEXTERITY CON CHA


MAX
HP TRAINING
HIT POINTS

TOTAL USED TOTAL USED


FATE
d6 d10

SKILLS d8 d12
CONSTITUTION DEATH SAVE UNARMORED
HIT DICE FAILURES INSPIRATION
AC
Acrobatics
Animal Handling
Arcana
Athletics
Deception

INTELLIGENCE History SPELLCASTING SPELL SAVE SPELL ATTACK


ABILITY DC BONUS
Insight
Intimidation
ACTIONS ATTACKS & SPELLCASTING
Investigation
ACTION TYPE ATTACK TO HIT DAMAGE & TYPE
Medicine
Nature
Perception
WISDOM
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
CHARISMA
FEATURES & TRAITS

LEVEL FEATURE/TRAIT DETAILS

PROFICIENCIES & LANGUAGES

Armor: Light Medium Heavy Shield


Weapons: Simple Martial

PASSIVE
PERCEPTION SENSES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Age
Height
Weight
PERSONALITY TRAITS
Distinguishing Feature
Motivation

Habit

DETAILS IDEALS

APPEARANCE FAMILY BONDS

MEMORIES

PERSONAL QUEST FLAWS

ADDITIONAL NOTES

NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER

WATERSKIN SILVER

INVENTORY SLOTS GOLD


ITEM CHARGES USAGE & AMMUNITION DIE

EQUIPMENT

SLOT ITEM QUANTITY NOTCHES SLOT ITEM QUANTITY NOTCHES


1 16
2 17
3 18
4 19
5 20
6 21
7 22
8 23
9 24
10 25
11 26
12 27
13 28
14 29
15 30

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


CONDITIONS
EXHAUSTION 20 Gain a new Affliction
30 Gain a new Affliction BLINDED
LEVEL EFFECT
35 Gain a new Affliction You can't see and automatically fail any ability check that
1 Disadvantage on Ability Checks
40 Hit your Breaking Point requires sight. Attack rolls against you have advantage, and
2 Speed halved your Attack rolls have disadvantage.
STRESS BREAKING POINTS
3 Disadvantage on Attack rolls and Saving Throws CHARMED
4 Hit point maximum halved You can't Attack the charmer or target the charmer with
AFFLICTIONS
5 Speed reduced to 0 harmful Abilities or magical Effects. The charmer has
NAME EFFECT advantage on any ability check to interact socially you.
6 Death
Fearful Disadvantage: WIS checks/saves DEAFENED
Lethargic +1 exhaustion until removed You can't hear and automatically fail any ability check that
DETAIL TREATED Masochistic Disadvantage: CON checks/saves requires hearing.

Irrational Disadvantage: INT checks/saves DYING


You are incapacitated, can't move, and can speak only two
Paranoid Speed is halved
words per round. You fall prone and drop whatever you're
Selfish Disadvantage: CHA checks/saves holding. You automatically fail Strength and Dexterity Saving
Panic Disadvantage: DEX checks/saves Throws. Attack rolls against you have advantage. Any Attacks
Hopelessness Disadvantage: STR checks/saves that hit you are criticals if the attacker is within 5 ft of you.

Mania Disadvantage: attack rolls FRIGHTENED


WOUNDS You have disadvantage on Ability Checks and Attack rolls
Anxiety Disadvantage: Stress checks
while the source of its fear is within your line of sight. You
Hypochondria Hit point maximum is halved can't willingly move closer to the source of your fear.
DETAIL TREATED
Narcissistic Disadvantage: ability checks GRAPPLED
Powerful +2 to all damage rolls Your speed becomes 0, and you can't benefit from any bonus
Focused +2 to all attack rolls to its speed. The condition ends if the Grappler is
incapacitated. The condition also ends if an effect removes
Stalwart +2 AC
you from the reach of the Grappler or Grappling effect.
Acute Advantage: INT checks/saves
INCAPACITATED
Perceptive Advantage: WIS checks/saves You can't take Actions or reactions.
Courageous Advantage: CHA checks/saves INVISIBLE
PERMANENT INJURIES
You are impossible to see without the aid of magic or a
Special sense. For the purpose of Hiding, you are heavily
SURVIVAL CONDITIONS
obscured. Your location can be detected by any noise you
HUNGER THIRST FATIGUE TEMPERATURE EFFECT make or any tracks you leave. Attack rolls against you have
Stuffed Quenched Energised Perfect -1 Exhaustion disadvantage, and your Attack rolls have advantage.

Well-fed Refreshed Well-rested Comfortable PARALYZED


You are incapacitated and can't move or speak. You
Ok Ok Ok Ok
automatically fails Strength and Dexterity Saving Throws.
Peckish Parched Tired Noticeable Attack rolls against you have advantage. Any Attack that hits
Hungry Thirsty Sleepy Uncomfortable you is a critical hit if the attacker is within 5 feet of you.
Ravenous Dry Very sleepy Overwhelming +1 Exhaustion PETRIFIED
Starving Dehydrated Barely awake Unbearable +1 Exhaustion You are transformed, along with any nonmagical object you
are wearing or carrying, into a solid inanimate substance.
Your weight increases by a factor of ten, and you cease aging.
You are incapacitated, can't move or speak, and are unaware
HOLDINGS of your surroundings. Attack rolls against you have advantage.
Name You automatically fail Strength and Dexterity Saving Throws.
Description You have Resistance to all damage. You are immune to
poison and disease, although a poison or disease already in
its system is suspended, not neutralized.
POISONED
MAGIC ITEM You have disadvantage on Attack rolls and Ability Checks.
PRONE
Name Your only Movement option is to crawl, unless you stand up
and thereby end the condition. You have disadvantage on
Description
Attack rolls. An Attack roll against you has advantage if the
attacker is within 5 feet of you. Otherwise, the Attack roll has
disadvantage.

MAGIC ITEM RESTRAINED


Your speed becomes 0, and you can't benefit from any bonus
to your speed. Attack rolls against you have advantage, and
Name your Attack rolls have disadvantage. You have disadvantage
Description on Dexterity Saving Throws.
STUNNED
You are incapacitated, can't move, and can speak only
falteringly. You automatically fail Strength and Dexterity
MAGIC ITEM Saving Throws. Attack rolls against you have advantage.
UNCONCIOUS
Name You are incapacitated, can't move or speak, and are unaware
Description of your surroundings. You drop whatever you're holding and
fall prone. You automatically fail Strength and Dexterity
Saving Throws. Attack rolls against you have advantage. Any
Attack that hits you is a critical hit if the attacker is within 5
MAGIC ITEM feet of you.

You might also like