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LEVEL

Skills

Abilities
ABILITY

ADV
DIS

STR
STRENGTH

DEX

12

DEXTERITY

CON

14

CONSTITUTION

INT

INTELLIGENCE

WIS

10

WISDOM

CHA

15

CHARISMA

SAVING THROW

+1 Acrobatics (DEX)

+1

+1

+1

+1

+2

+2

-1

-1

+2

+2

+4

Ability Save DC

PROF.
BONUS

PROFIENCY
BONUS

+ 8 +

Cha

+2

+3 Athletics (STR)
+2 Deception (CHA)
+1 History (INT)

Proficiency
Bonus

Passive Perception

+2 Insight (WIS)
+2 Intimidation (CHA)

INSPIRATION
Limited Features
FEATURE

Animal Handling (WIS)

-1 Arcana (INT)

12

Senses
10

PROF. EXP.

BONUS NAME (ABILITY)

Show 2nd DC

MODIFIER

13

Show extra features

Name: Dirk Diamondstone


Player: Tyler
Class: Paladin
Add:
Next level: 300
Experience:
Background: Knight
Size: Medium Height: 6'3
Weight: 180
Race: Human
Gender: Male Hair: Blonde
Skin: Tan
Eyes: Blue
Faith:
Age: 25
Alignment: Lawful Good

SR

LR

-1 Investigation (INT)
0

Dawn

Medicine (WIS)

-1 Nature (INT)

MAX. USAGES

RECOVERY

Divine Sense

LR

Lay on Hands

LR

+2 Performance (CHA)

USED

Perception (WIS)

+4 Persuasion (CHA)

-1 Religion (INT)
+1 Sleight of Hand (DEX)

Saving Throw Advantages / Disadvantages

+1 Stealth (DEX)
0

Survival (WIS)

Tool
DEX

Combat

+1

Defense

0
+

AC DURING REST

Chain Mail

ARMOR
BONUS

+
+

DEXTERITY
MOD

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

STEALTH

RESISTANCE

HP

DISADV.

MISC
MOD 2

HALF DAMAGE

ATTACKS
ACTION

PER

Str

Heavy, two-handed

Javelin

Str

20 ft
WOUNDS

12

CURRENT

MISC
MOD 1

PROF ABILITY

30 ft

Set Max HP

Heal

TO HIT

RANGE

Melee
Melee, 30/120 ft

Thrown

DAMAGE

DAMAGE TYPE

+3

2d6+1

+3

1d6+1 Piercing

Bludgeoning

RECOVER HALF OF YOUR MAXIMUM


HIT DICE AFTER A LONG REST.

HIT
DICE

Actions
MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION

Attack / Cast a Spell

PER

TURN.

LEVEL

II
III

+
DIE

CON

LIVE

DIE

1 d10 + 2

MAX HIT POINTS

Attacks
Maul

SPEED
ENCUMBERED

TEMPORARY HP

SHIELD
BONUS

MAGIC

WEAPON / DESCRIPTION

SPEED

USED

DC10

I
II
III

DEATH SAVING THROWS

Lay on Hands

Dash / Disengage / Dodge

Escape Grapple / Help / Hide


Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove

Divine Sense
BONUS ACTIONS

TYPE

Javelins
Reload AMMUNITION

TOTAL

TOTAL

TYPE
Reload

AMMUNITION

REACTIONS
Opportunity Attack

USED THIS ROUND

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (Letter)

AC

Health
16

16

Initiative

MISC.

Get the latest version of this sheet on enworld.org

Add Features

Donate to get the Bonus Version

Background

Features
Racial Traits

Racial Options

PERSONALITY TRAITS
I don't like to get my hands dirty, and I won't be caught dead in unsuitable
accommodations.

Human (+1 to all ability scores)

IDEAL
I must prove that I can handle myself without the coddling of my family.

BOND
The common folk must see me as a hero of the people.

Class Features

FLAW

Paladin, level 1:

Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]

I secretly believe that everyone is beneath me.

As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft


Until the end of my next turn, I sense the type/location if it is not behind total cover

Feats

Lay on Hands (Paladin 1, PHB 84) [5 per long rest]

As an action, I can use points in my pool to heal a touched, living creature's hit points
I can neutralize poisons/diseases instead at a cost of 5 points per affliction

FEAT:

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
LBS

Backpack, with:

- Blanket

- Candles

10

- Tinderbox

- Alms box

- Incense, blocks of

LBS

Fine clothes

Signet ring

Purse (with coins)

Scroll of Pedigree

- Censer

- Vestments

- Rations, days of

- Waterskin

- Scroll of pedigree

Retainers
I have the service of three retainers loyal to me family, one of whom is another noble and
my squire. My other retainers are commoners who can perform mundane tasks for me,

ATTUNED MAGICAL ITEMS (MAX 3)

but they do not fight for me, will not follow me into obviously dangerous areas (such as
dungeons), and will leave if they are frequently endangered or abused.

Proficiencies
ARMOR:
WEAPONS:

LIGHT

MEDIUM

SIMPLE

MARTIAL

Languages
Common

+1 from Human
+1 from Knight

Goblin

Orc

24

HEAVY

SHIELDS

OTHER:

OTHER:

Tools & Others


Dice Set

E E

66 130 lb

HEA

131 195 lb

STR 5
-10 FT SPEED

PLATINUM
= 10 GP

IL

GOLD
=10 SP

50

E E
STR 10

-20 FT SPEED
DISADV. STR, DEX, CON

ELECTRUM
= 5 SP

SILVER

= 10 CP

LI T
- STR 15 - 30
SPEED = 5 FT

AG

196
390 lb

COPPER LIFESTYLE:

TOTAL WEIGHT

32 lb

GEAR & COINS

Wealthy

DAILY PRICE:

4 gp

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (Letter)

Background Feature

CHARACTER: Dirk Diamondstone

Possessions

Status
Exhaustion
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.
Choose Visible Sections

Combat Rules

Extra Equipment
GEAR

Dash

Action

Disengage

Action

Dodge

Action

Escape Grapple

Action

Help

Action

Overrun
Ready
Search
Tumble
Use Object
Disarm

Grapple
Mark
Shove
Move Grappled

Action

# LBS

GEAR

# LBS

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

TOTAL WEIGHT

Other Holdings

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (Letter)

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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

Magic Items

Background
Character History

Character Portrait
Appearance

Enemies

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Organization Symbol

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (Letter)

Allies & Organizations

Companion Options

Companion
ABILITY

MODIFIER

SAVING THROW

STR

PROF.
BONUS

Skills

DEX
DEXTERITY

CON

Medicine

ATTACK / DESCRIPTION

ATTACKS
ACTION

PER

PROF ABILITY

TO HIT

RANGE

DAMAGE

DAMAGE TYPE

Nature

Athletics

Performance

Deception

Persuasion

History

INT

Intimidation

INTELLIGENCE

Investigation

Survival

Insight

WIS

Age:

Perception

Religion
Sleight of
Hand
Stealth

CONSTITUTION

Gender:
Type:
Alignment:

Size:
Weight:

Attacks

Acrobatics
Animal
Handling
Arcana

STRENGTH

Name:
Race:
Height:

Initiative
Health

Defense

+
DEX

SPEED

MISC.

WISDOM
Set Max HP

CHA

WOUNDS

DC10

II

CURRENT

AC

LIVE

DIE
I

TEMPORARY HP

CHARISMA

Senses

Heal

II

III

HP

PASSIVE

PERCEPTION

III

DEATH SAVING THROWS

MAX HIT POINTS

HIT DICE

LEVEL

Features

+
DIE

CON

USED

Traits

Proficiency
Bonus

Notes Text Line Options

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (Letter)

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (Letter)

Notes
Notes Page Options

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