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CHARACTER NAME

BACKGROUND

CLASS
LEVEL

EXPERIENCE

SUBCLASS
RACE

ABILITY
NAME

ABILITY
SCORE

STR

SIZE

ABILITIES
ABILITY
MODIFIER

TEMP
MODIFIER

AGE
SAVING
THROW

HEIGHT

WEIGHT

SAVING THROWS
ABILITY
MODIFIER

DEXTERITY

CONSTITUTION

INTELLIGENCE

DEX

CON
INT

WIS

WISDOM

CHA

MAX

TEMPORARY

AC

ARMOR CLASS

TOTAL

ARMOR

ARMOR

HIT DICE

REMAINING

SHIELD

DEXTERITY
MODIFIER

ARMOR

ARMOR TYPE

MODIFIER

TOTAL

ATTACKS

PER ATTACK ACTION

TOTAL

ATTACK 1

ARMOR

DEXTERITY
MODIFIER

STANDARD

EXTRA
ATTACKS
BONUS

STR

DECEPTION

CHA

INSIGHT

WIS

INT

INTIMIDATION

NATURE

PERCEPTION

WIS

INT

MEDICINE

WIS

INT

INT

WIS

WIS

CHA
CHA

RELIGION

INT

DEX

SURVIVAL

WIS

STEALTH

CHA

CHA

INT

SLEIGHT OF HAND
STEALTH

CHA

INT

WIS
_____________

CHA

INT

CHA

INVESTIGATION

DEATH ROLLS

INT

STR

HISTORY

PASS

WIS

INT

ATHLETICS

DEX

DEX

DEX

DEX

WIS

SKILL
MODIFIER

=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=

PROFICIENCIES

PROFICIENCY BONUS

ABILITY
MODIFIER

+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+

PROFICIENCY
BONUS

TOOLS

+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+

OTHER
MODIFIER

LANGUAGES

WEAPONS

WEIGHT

PROPERTIES

INSPIRATION

NORMAL

PASSIVE

TOTAL
DAMAGE

BASE

PERCEPTION
SKILL

ARMOR
OTHER

TYPE

EQUIPMENT WORN

HEAD

HEADBAND, HAT, HELMET, OR PHYLACTERY

ATTACK 2

BONUS

DAMAGE

TYPE

ATTACK 3

NECK

AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB


BONUS

DAMAGE

BONUS

DAMAGE

SHOULDERS

CLOAK, CAPE OR MANTLE

TYPE

PROPERTIES

RINGS

RIGHT HAND

RINGS

LEFT HAND

ATTACK 5

BONUS

RANGE

DAMAGE

CURRENT
ENCUMBERED

BONUS

DAMAGE
PROPERTIES

ARMS / WRISTS

BRACERS OR BRACELETS

BODY

ROBE OR SUIT OF ARMOR

TYPE

TORSO

VEST, VESTMENT, OR SHIRT

WAIST

BELT OR GIRDLE

FEET

BOOTS, SHOES, OR SLIPPERS

CARRYING CAPACITY

TYPE

PROPERTIES

ATTACK 6

HANDS

GLOVES OR GAUNTLETS

TYPE

PROPERTIES

ATTACK 4

EYES

EYE LENSES OR GOGGLES

PROPERTIES

RANGE

AMMUNITION

WIS

PERSUASION

PROPERTIES

RANGE

RANGE

DEX

ARCANA

DAMAGE REDUCTION

STRENGTH

PERCEPTION

RANGE

AMMUNITION

DEX MOD

ACROBATICS

PERFORMANCE
FAIL

DAMAGE RESISTANCE

ABILITY PROFICIENT

ANIMAL HANDLING

USED HIT DICE

SPEED

OTHER

RANGE

AMMUNITION

WEIGHT

SKILL NAME

HAIR

SKILLS

ACTIONS

INITIATIVE

AMMUNITION

OTHER

EYES

PROPERTIES

SHIELD

AMMUNITION

TOTAL

OTHER
MODIFIER

v1.53

RELIGION / PATRON / DEITY

SKIN

___d6 ___d8 ___d10 ___d12

HD

HIT POINTS

HEALTH & ARMOR

HP

AMMUNITION

PROFICIENCY
BONUS

STRENGTH

CHARISMA

PLAYER NAME

ALIGNMENT

GENDER

TEMP
SCORE

NEXT LEVEL

SPEED -10 FEET

NCUMBERED HEAVILY
SPEED -20 FEET
DISADV. ON STR, DEX, CON CHECKS, ATTACKS & SAVES

PUSH, DRAG, LIFT

PUSH OR DRAG ABOVE 15xSTR SPEED DROPS TO 5 FT

COINAGE
PLATINUM (PP)

1 PLATINUM = 10 GOLD

GOLD (GP)

1 GOLD = 2 ELECTRUM

ELECTRUM (EP)

1 ELECTRUM = 5 SILVER

SILVER (SP)

1 SILVER = 10 COPPER

COPPER (CP)

CARRYING

TOTAL

GEAR

POSSESSIONS ON PERSON

RACE, BACKGROUND, CLASS & FEATS

ITEM

QTY

LOCATION

WEIGHT

ATTUNED MAGICAL ITEMS

QTY

LOCATION

WEIGHT

POSSESSIONS NOT ON PERSON

ITEM

CHARACTER NOTES

HERO POINTS

HONOR:

GEMSTONES

REMAINING

TOTAL WEIGHT CARRIED


QTY

LOCATION

Carrying ______ coins ( ____ lb)

WEIGHT

TOTAL WEIGHT

PERSONALITY TRAITS

SANITY:

IDEAL

BOND
ART OBJECTS

FLAW

SPELLCASTING
CLASS

LEVEL

SUBCLASS

PREPARED
CANTRIPS

NOT PREPARED

RITUAL

SPELL LIST

CONCENTRATION

CASTING

RANGE

ABILITY

ABILITY BONUS
PREPARED / KNOWN

HIGHER LEVEL

DURATION

DOMAIN SPELL

SPELL SAVE DC

OATH SPELL

COMPONENTS

TYPE

DETAILS

1st

SPELL SLOTS

SPELLS USED

SORCERY POINT COST

SORCERY POINTS
CIRCLE SPELL

MASTERY

2nd

3rd

4th

5th

USED

6th

7th

8th

9th

MYSTIC ARCANUM

SPELL RECOVERY LEVELS

USED

SIGNATURE

REF

LEVEL 1

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 2

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 3

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 4

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 5

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 6

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 7

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 8

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 9

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

CHARACTER PORTRAIT

FAMILIAR OR ANIMAL COMPANION


NAME
ARMOR CLASS

TYPE
HIT POINTS

STRENGTH

SENSES

EXHAUSTION

CURRENT LEVEL

Disadvantage on ability checks

Disadvantage on attack rolls and saving throws

2
4
5
6

FACTION:

CONSTITUTION

INTELLIGENCE

SKILLS

TRAITS

LEVEL EFFECT (CUMULATIVE)

DEXTERITY

SIZE

ATTACKS

CHARACTER BACKSTORY

RANK:

ALLIES & ORGANIZATIONS


RENOWN:

Speed halved

Hit point maximum halved


Speed reduced to 0
Death

Finishing a long rest reduces a creature's exhaustion level by 1,


provided that the creature has also ingested some food and drink.
BLINDED

CONDITIONS

You cant see and automatically fails any ability check that requires sight.
Attack rolls against you have advantage, and your attack rolls have disadvantage.

CHARMED

The charmer has advantage on any ability check to interact socially with you.
You can't attack the charmer or target the charmer with harmful abilities or magical
effects.

DEAFENED

You cant hear and automatically fails any ability check that requires hearing.

FRIGHTENED

You have disadvantage on ability checks and attack rolls while the source of its fear is
within line of sight.
You cant willingly move closer to the source of its fear.

GRAPPLED

Your speed becomes 0, and you can't benefit from any bonus to your speed.
The condition ends if the grappler is incapacitated .
The condition ends if an effect removes you from the reach of the grappler or
grappling effect, such as if you are hurled away by the thunderwave spell.

INCAPACITATED

You cant take actions or reactions.

INVISIBLE

You are impossible to see without the aid of magic or a special sense. For the purpose
of hiding, you are heavily obscured. Your location can be detected by any noise you
make or any tracks you leave.
Attack rolls against you have disadvantage, and your attack rolls have advantage.

PARALYZED

You are incapacitated and cant move or speak.


You automatically fails Strength & Dexterity saving throws.
Attack rolls against you have advantage.
Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

PETRIFIED

You are transformed, along with any nonmagical objects you are wearing or carrying,
into a solid inanimate substance (usually stone). Your weight increases by a factor of
ten, and you cease to age.
You are incapacitated , cant move or speak, and are unaware of your surroundings.
Attack rolls against you have advantage.
You automatically fail Strength & Dexterity saving throws.
You have resistance to all damage.
You are immune to poison and disease, although a poison or disease already in your
system is suspended, not neutralized.

POISONED

You have disadvantage on attack rolls and ability checks.

PRONE

Your only movement is to crawl, unless you stand up and thereby end the condition.
You have disadvantage on attack rolls.
An attack roll against you has advantage if the attacker is within 5 feet of you.
Otherwise, the attack roll has disadvantage.

RESTRAINED

Your speed becomes 0, and you can't benefit from any bonus to your speed.
Attack rolls against you have advantage, and your attack rolls have disadvantage.
You have disadvantage on Dexterity saving throws.

STUNNED

You are incapacitated , can't move, and can speak only falteringly.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have advantage.

UNCONSCIOUS

You are incapacitated , can't move or speak, and are unaware of your surroundings
You drop whatever you are 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 feet of you.

ADVENTURE NOTES

DEFEATED ENEMIES:

SPEED
WISDOM

CHARISMA

ADVENTURE NOTES

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