D&D 5E Character Record Sheet Template
D&D 5E Character Record Sheet Template
1 Barbarian Cameron
Pip
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LEVEL & CLASS PLAYER NAME
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Hermit Orc
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BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME
F AC DESCRIPTION
● +5 STR +1 INT
PRO
15 +2 14
Set Max HP
STRENGTH +1 DEX +1 WIS
Shield
+3 ● +5 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
1 Dex Medium Armor Heavy Armor
Magic
Bludgeon. (in rage)
17 Piercing (in rage)
Misc
Temporary Hit Points: Misc
+1
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Str saves in rage
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
+1
-1 Deception (Cha) > Elvish Herbalism kit
+1 History (Int) > Common
+1 Insight (Wis) Orc
12
>
>
Reload Reload
>
FLAWS
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
He's an old black bear, mostly black fur with some Once a normal black bear, Pip was awakened by an ailing Wood Elf druid who was going to pass away so that
graying around the face. A few scars around him Pip could be the next protector of their forest. During the process of awakening, the druid gave his remaining
from scrapes with poachers and invasive species and life force to Pip, extending his lifespan far beyond that of a normal black bear. He also gave him his favorite
the like. Almost always has a cigar in his mouth. He's green shawl, something he almost always wears. For many years, Pip led a mostly peaceful life, only
got a bit of mean look to him but his face softens up interrupted by the occasional poacher or monster wandering into his forest, until a nobleman's army came,
in the forest or when he's around the few people he chopped down all the trees, and hunted all his woodland friends. It is now Pip's goal to find this nobleman and
considers friends. He wears a dark green shawl and destroy his home in much the same way he did to Pip.
not much else.
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.2.3 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.2.3 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)