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AC MAGIC
MAGIC
D +
D +
Abilities
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PR0F EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
PROF EXP
Acrobatics (DEX)
Animal Handling (WIS)
Arcana (INT)
Athletics (STR)
Deception (CHA)
History (INT)
Insight (WIS)
Intimidation (CHA)
Investigation (INT)
Medicine (WIS)
Nature (INT)
Perception (WIS)
Performance (CHA)
Persuasion (CHA)
Religion (INT)
Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)PROF EXP
STRSTRENGTH
DEXDEXTERITY
CONCONSTITUTION
IINTELLIGENCE
NT
WISWISDOM
CHACHARISMA
ABILITY MODIFIER SAVING THROW
LEVEL
Player:
Age:Weight: Size:
Name:Class and Levels: Background: Race:Height:Hair: Faith:
Eyes:
Gender:
SAV
ING
TH
RO
WS
PROF.BONUS
ProficiencyBonus
Combat
AC
+
+
ARMOR
BONUS
MAGIC
+
+
SHIELD
BONUS
DEXTERITY
MOD
MISC
MOD 1
+MISC MOD 2
2 +
STEALTH
DISADV.+
MAX HIT POINTS
HP
SKILLS
Skills
Passive Perception
HIT
D +
LEVEL DIE CON
CURRENT MAX HP
TEMP.
WOUNDS
Initiative +
DEX MISC.
Attacks
Defense Health
ATTACKSPER ACTION
Bonus Actions ReactionsMAXIMUM OF 1 BONUS ACTION PER TURN. MAXIMUM OF 1 REACTION PER TURN.
ReReRe
Limited FeaturesMAX. USAGES
Ability save DC = 8+ +
USEDFEATURE
MODIFIER
VISION
SPEED
SPEED
ENCUMBERED
RESISTANCE
HALF DAMAGERECOVER HALF OF YOUR MAXIMUM
HIT DICE AFTER A LONG REST.
PROFIENCYBONUS
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
USED
DEATH SAVING THROWS
I
III
II
I
III
II
DC10
DICE
MAX. FEATURE
INSPIRATION SAVING THROW ADVANTAGES / DISADVANTAGES
RECO- VERY USAGES USED
RECO- VERY
Alignment:Skin:
NOTES / TOOLS
Jack of All Trades Remarkable Athlete
WEAPON / DESCRIPTION TO HIT DAMAGE DAMAGE TYPE
SPECIAL ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPE
AMMUNITION
RANGE
RANGE
Features
Racial Traits
Class Features
Experience
Background Feature
Feats
FEAT:
BackgroundPERSONALITY TRAIT
IDEAL
BOND
FLAW
Equipment
0300900
2.7006.500
Lev 1Lev 2Lev 3Lev 4Lev 5
14.00023.00034.00048.00064.000
Lev 6Lev 7Lev 8Lev 9Lev 10
85.000100.000120.000140.000165.000
Lev 11Lev 12Lev 13Lev 14Lev 15
195.000225.000265.000305.000355.000
Lev 16Lev 17Lev 18Lev 19Lev 20
TOTAL EXPERIENCE
ADVENTURING GEAR # WHT. ADVENTURING GEAR
ENCUMBERED
DISADVANTAGE WITH:
CHECKS, ATTACKS, SAVES
THAT USE STR, DEX, CON-10 FT. SPEED
Armor: Light Medium Heavy Shields Lig M He Shi
Weapons: Simple Martial Other:
LigLigLigLig
Si Ma
avyavy
O
FEAT:
FEAT:
FEAT:
FEAT:
ATTUNED MAGICAL ITEMS (MAX 3)
TOTAL WEIGHT
PLATINUM
PIECES
1 PP = 10 GP
GOLDPIECES
1 GP = 10 SP
ELECTRUM
PIECES
1 EP = 5 SP
SILVERPIECES
1 SP = 10 CP
COPPERPIECES
LIFESTYLE:
DAILY PRICE:
GEMS AND OTHER VALUABLES:
# WHT.
Languages
SUBTOTAL SUBTOTAL
HEAVILY ENCUMBERED PUSH/DRAG/LIFT
SPEED = 5 FT. -20 FT. SPEED GEAR & COINS
©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
Status
Magic Items
MAGIC ITEM:
Possessions
GEAR # WHT. GEAR
igggigig
©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
# WHT.
Notes
TOTAL WEIGHT TOTAL WEIGHT
ATTUNED
CHARACTER:
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
Extra Equipment
Conditions
BlindedFail checks involving sight; attacks have disadvantage; enemy attacks have advantage.
CharmedCannot harm the charmer; charmer has advantage on any social interaction.
DeafenedFail checks involving hearing.
FrightenedCheck and attacks have disadvantage when source of fear is in sight; cannot willingly move closer to the source of fear.
GrappledSpeed drops to 0.
IncapacitatedCannot take actions or reactions.
InvisibleCannot be seen (normally); attacks have advantage; enemy attacks have disadvantage.
ParalyzedBecome 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.
PetrifiedBecome incapacitated; become paralyzed; gain resistance to all damage; stop aging; immune to poison or disease; weight increase by a factor of 10.
PoisonedAbility checks have disadvantage; attacks have disadvantage.
ProneOnly move by crawling or stand up; attacks have disadvantage; enemy attacks have advantage if within 5 ft. or have disadvantage otherwise.
RestrainedSpeed drops to 0; attacks have disadvantage; enemy attacks have advantage; Dex saving throws have disadvantage.
StunnedBecome incapacitated; fail Str and Dex saving throws; enemy attacks have advantage; cannot move; can only speak falteringly.
UnconsciousBecome incapacitated; fall prone and drop what you are holding; fail Str and Dex saving throws; enemy attacks have advantage; enemy attacks within 5 ft are critical hits.
Exhaustion
LEVEL EFFECT (CUMULATIVE)
1
2
3
4
5
6
FIN
ISHIN
G A
LO
NG
REST RED
UC
ES
THE E
XH
AU
STION
LEV
EL BY 1
,
PROV
IDED
THA
T YO
U A
LSO IN
GESTED
SOM
E FOO
D A
ND
DRIN
K.
Disadvantage on Ability Checks
Speed halved
Disadvantage on Attack Rolls and Saving Throws
Hit Point maximum halved
Speed reduced to 0
Death
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
Other Holdings
STRSTRENGTH
DEXDEXTERITY
CONCONSTITUTION
IINTELLIGENCE
NT
WISWISDOM
CHACHARISMA
ABILITY MODIFIER SAVING THROW BONUS
ACMAX HIT POINTS
HP
Passive Perception
D +LEVEL DIE CON
TEMP.
WOUNDS
+
DEXMISC.
HealthDefense
USED
DEATH SAVING THROWS
I
III
II
I
III
II
DC10
HIT DICE
ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPERANGE
SENSES / SKILL PROFICIENCIES
Attacks ATTACKSPER ACTION
Skills
Speed
Initiative
Age:Size:Weight:
Gender: Name:Race:Height:
Features Annotations
Notes
Notes
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