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Name: Player:
9 Class: Champion
Experience: 48.000 Add: Next level: 64.000
Background:
LEVEL Race: Half-Orc Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +1 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+4
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY 0 Arcana (INT)
20 STR +5 +9
BONUS +
8+
+7 Athletics (STR)
STRENGTH

Senses +1 Deception (CHA)


8 DEX -1 -1 0
Proficiency History (INT)
DEXTERITY
11 Passive Perception
Bonus +1 Insight (WIS)
15 CON +2 +6
Darkvision 60 ft
+5 Intimidation (CHA)
CONSTITUTION INSPIRATION
0 Investigation (INT)
10 INT 0 0 Limited Features SR LR Dawn +1 Medicine (WIS)
INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED 0 Nature (INT)
12 WIS +1 +1 Orcish Fury (extra damage) 1 SR +1 Perception (WIS)
WISDOM
Relentless Endurance 1 LR +1 Performance (CHA)

13 CHA +1 +1 Second Wind (1d10+9) 1 SR +1 Persuasion (CHA)


CHARISMA
Action Surge 1 SR 0 Religion (INT)
Indomitable 1 LR +1 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +1 Stealth (DEX)
+1 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +1 Initiative -1 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
ARMOR
BONUS
+
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
-1 DEXTERITY MEDIUM ARMOR (MAX = 2) STEALTH
AC +
MOD HEAVY ARMOR (MOD = 0) DISADV.
HP Heal
DIE LIVE
9 × d10 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 2 Actions
D PROF ABILITY D D AND

Greataxe ✔ Str Melee +9 1d12+5 Slashing Attack / Cast a Spell


Heavy, two-handed; 1d12 extra on a crit in melee; Crit on 19-20 Dash / Disengage / Dodge
Escape Grapple / Help / Hide
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Ready / Search / Use Object


Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

BONUS ACTIONS REACTIONS USED THIS ROUND


Great Weapon Master (after crit or take-down) Opportunity Attack
Second Wind Orcish Fury (after Relentless Endurance)

TYPE TOTAL TYPE TOTAL

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Features Background
PERSONALITY TRAITS
Racial Traits
Half-Orc (+2 Strength, +1 Constitution)
Relentless Endurance: When I am reduced to 0 hit points but not killed outright, I can drop IDEAL
to 1 hit point instead. I can't use this feature again until I finish a long rest.

Savage Attacks: When I score a critical hit with a melee weapon attack, I can roll one of
the weapon's damage dice one additional time and add it to the extra damage of the
BOND
critical hit.

Choose Feature
Class Features FLAW

Champion, level 9:
◆ Fighting Style (Fighter 1, PHB 72)
Choose a Fighting Style for the fighter using the "Choose Feature" button above
◆ Second Wind (Fighter 1, PHB 72) [1d10+9, 1× per short rest] Feats
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest]
FEAT: Great Weapon Master PHB, page 167
I can take one additional action on my turn on top of my normally allowed actions
If I score a critical hit or reduce a creature to 0 hit points with a melee weapon in my
◆ Improved Critical (Champion 3, PHB 72)
turn, I can make one melee weapon attack as a bonus action. With a heavy melee weapon,
I score a critical hit with my weapon attacks on a roll of 19 and 20
I can choose to take a -5 penalty on the attack roll for +10 on the attack's damage.
◆ Remarkable Athlete (Champion 7, PHB 72)
I add half my proficiency bonus to Str/Dex/Con checks if I would otherwise add none FEAT: Orcish Fury XGtE, page 75
When making running jumps, I add my Strength modifier to the distance in feet Once per short rest, I can roll an extra damage die for an attack with a simple or martial
◆ Indomitable (Fighter 9, PHB 72) [1× per long rest] weapon. In addition, Immediately after I use my Relentless Endurance trait, I can use my
I can reroll a failed saving throw, but must keep the new result reaction to make one weapon attack. [+1 Strength or Constitution]

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS

Background Feature
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ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
101 - STR × 5 201 - STR × 10 301 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 200 lb -10 FT SPEED
300 lb -D20 FT SPEED
600 lb SPEED = 5 FT
ISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:

Common DAILY PRICE:


Orc
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
CHARACTER:

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

©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
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
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You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations


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Organization Symbol
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
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Companion's Appearance
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Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


©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
Notes
Notes Page Options

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)

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