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Test Character Book 1

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CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)
Intimidation (Cha)

WISDOM Investigation (Int)


Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
CHARISMA
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
(

)
Spellcasting ability Spell Save DC Spell Attack Bonus
Spellcasting Class

Slots Total Slots Used Slots Total Slots Used

l
ve

l
ve
0 Cantrips 3

Le
6

Le
Slots Total Slots Used Slots Total Slots Used
l
ve

l
ve
1
Le

Le
Slots Total Slots Used
l
ve

4
Le

Slots Total Slots Used


l
ve

8
Le

Slots Total Slots Used


l
ve

2
Le

Slots Total Slots Used


l
ve

5
Le

Slots Total Slots Used


l
ve

9
Le
Spellcasting ability Spell Save DC Spell Attack Bonus
Spellcasting Class

Slots Total Slots Used Slots Total Slots Used

l
ve

l
ve
0 Cantrips 3

Le
6

Le
Slots Total Slots Used Slots Total Slots Used
l
ve

l
ve
1
Le

Le
Slots Total Slots Used
l
ve

4
Le

Slots Total Slots Used


l
ve

8
Le

Slots Total Slots Used


l
ve

2
Le

Slots Total Slots Used


l
ve

5
Le

Slots Total Slots Used


l
ve

9
Le
2 Title of Book
Section Name 3
Dungeons
& Class & Level Background Player Name
Dragons
Race Alignment Experience Points

Character Name

AC Initiative Speed
Strength Dexterity Constitution Intelligence Wisdom Charisma

Stat + Prof Stat + Prof Stat + Prof Stat + Prof Stat + Prof Stat + Prof
Proficiency Bonus Saving Throw Saving Throw Saving Throw Saving Throw Saving Throw Saving Throw
Inspiration Athlectics Acrobatics Arcana Animal Handling Deception
Sleight Of Hand History Insight Intimidation
Passive Perception* Stealth Investigation Medicine Performance
Nature Perception* Persuation
Hit Dice Religion Survival

Name Bonus Dmg/Type Form Level Form Name

Max Hit Points Current Hit Points


Attacks

Temporary Hit Points Ki Attack


Ki Ability Bonus Ki Save DC

Successes Failures
Death
Saves
Ki Points

Personality Traits

Ideals

Bonds

Features & Traits Forms Known


Flaws

PP
GP
SP
CP

Languages & Other Proficiencies Items & Equipment


Organization Rank

Organization Rank

Portrait

Allies & Organization

Deity Lifestyle Daily Expenses

BackGround Information Notes

Attuned Magic Items (3MAX)


Attuned Name Value Weight

CP
SP

EP

GP
PP

CARRYING CAPACITY TOTAL

LIGHT MEDIUM HEAVY


Magic Items & Inventory
Hero: ____________________________________ Player: ____________________________
Identity: _______________________________________________ ❍ Secret ❍ Public
Gender: _____________ Age: ________ Height: ____________ Weight: _____________ Eyes: ___________________ Hair: _____________________
Group Affiliation: ________________________________ Base of Operations: ______________________________________ Power Level: ________
Power Point Totals: Abilities _________+ Powers _________+ Advantages _________+ Skills _________+ Defenses _________= ___________

Hero Unspent
Power Injuries
points Points Offense
ABILITY (Abrv) Total Base Enhance
Strength (STR) = +
Stamina (STA) = + Initiative Speed
Agility (AGL) = + Primary Defenses Total Base Protection Conditions
Compelled Immobilized

Dexterity (DEX) Toughness (Sta) = +


= + Base Rank Enhance
Controlled Impaired

Dodge (Agl) = + + Dazed Stunned


Fighting (FGT) = + Debilitated Transformed
Parry (Fgt) = + +
Intellect (INT) = + Defenseless Unaware
Auxiliary Defenses Base Rank Enhance
Disabled Vulnerable
Awareness (AWE) = + Fortitude (Sta) = + + Fatigued Weakened

Presence (PRE) = + Will (Awe) = + + Hindered

Skills Purchased
Ranks
Total Base Rank Misc. *cannot be used Untrained Total Base Rank Misc.

Acrobatics* (agl) = + + Technology* (Int) = + +


Athletics (Str) = + + Treatment* (Int) = + +
Deception (Pre) = + + Vehicles* (Dex) = + +
PERMISSION IS GRANTED TO REPRODUCE THIS PAGE FOR PERSONAL USE ONLY

Close Combat (Fgt)


Insight (Awe) = + + = + +
Intimidation (Pre) = + + = + +
Ranged Combat (Dex)
Investigation*(Int) = + + = + +
Perception (Awe) = + + = + +
Expertise* (Int)
Persuasion (Pre) = + + = + +
Sleight of Hand*(Dex)
= + + = + +
Stealth (Agl) = + + ( ) = + +
Hero: ____________________________________ Player: ____________________________
Identity: _______________________________________________ ❍ Secret ❍ Public
Reputation: _________ Wealth: ________ Legal Status: _____________ Time Active: ___________________ Goal: _____________________
Origin: ________________________________ Headquarters: ______________________________________ Power Level: ________
Power Point Totals: Abilities _________+ Powers _________+ Advantages _________+ Skills _________+ Defenses _________= ___________
Total Total
Powers Advantages
Purchased Purchased
Powers & Devices Advantages

EQUIPMENT & VEHICLES

Notes
Origin Story Complications
PERMISSION IS GRANTED TO REPRODUCE THIS PAGE FOR PERSONAL USE ONLY

Relationships

Detailed Description Assets

Misc.
ATTRIBUTES Name:
Nickname: HT
!@#$% ___ AGILITY
Bennies: WT
!@#$% ___ SMARTS
Conviction:
!@#$% ___ SPIRIT
!@#$% ___ STRENGTH
!@#$% ___ VIGOR

Pace Parry Toughness HINDRANCES


SKILLS GEAR
    
!@#$% Athletics
    
!@#$% Common Knowledge
!@#$% Notice
!@#$% Persuasion
!@#$% Stealth
EDGES AND ADVANCES
!@#$%
!@#$%
!@#$%
!@#$%
!@#$%
!@#$%
!@#$% N
!@#$%
!@#$% N
!@#$% N

WOUNDS
!@#$% S
!@#$% S
!@#$% S
!@#$% S
!@#$% V –1
V
V –2
POWER PP RANGE DUR. EFFECT V –3
H
H
INC
H –2
H
L –1
L
L
FATIGUE
L

WEAPON RANGE DAMAGE AP ROF WT NOTES

5 10 15 20 25 30
Toggle Printer Friendly Version

Character
Name
Ancestry and Heritage
Level
Character Background
Sheet
PROFICIENCY  Single Action Class
Player Hero Points
Untrained +0  Two-Action Activity Name
Trained 2+Level  Three-Action Activity Size Alignment Traits
Expert 4+Level
Master 6+Level  Free Action Experience Deity
 Reaction Points (XP)
Legendary 8+Level

Ability Scores Armor Class Hit Points


ITEM
STR STRENGTH AC DC BASE
DEX CAP PROF
T E M L CURRENT TEMPORARY
MODIFIER SCORE SCORE
10 = 10 OR
0 MAX
MAX

UNARMORED LIGHT MEDIUM HEAVY


DEX DEXTERITY
SCORE
T E M L T E M L T E M L T E M L DYING WOUNDED
MODIFIER SCORE
HARDNESS MAX HP BT CURRENT HP
CON CONSTITUTION
SCORE
Shield + RESISTANCES AND IMMUNITIES
MODIFIER SCORE

INT INTELLIGENCE Saving Throws CONDITIONS


MODIFIER SCORE SCORE FORTITUDE REFLEX WILL

WIS WISDOM 0 0 0
MODIFIER SCORE SCORE
CON PROF DEX PROF WIS PROF
Perception
CHA CHARISMA 0 0 0 0 WIS PROF ITEM
T E M L
MODIFIER SCORE SCORE ITEM ITEM ITEM
T E M L T E M L T E M L
0
Class DC Key Ability
SENSES
DC BASE KEY PROF T E M L ITEM NOTES
10 = 10 0

speed feet
MOVEMENT TYPES & NOTES Skills
DEX PROF ITEM
ITEM ARMOR
ARMOR
ACROBATICS 0 = 0
T E M L
-
Melee Strikes INT PROF ITEM
ITEM
Weapon STR PROF
T E M L
ITEM
ARCANA 0 = 0
T E M L
0 = 0 STR PROF ITEM
ITEM ARMOR
ARMOR
Damage
DICE STR W SPEC OTHER TRAITS
ATHLETICS 0 = 0
T E M L
-
B
P INT PROF ITEM
ITEM
S CRAFTING 0 = 0
T E M L

Weapon STR PROF ITEM


T E M L CHA PROF ITEM
ITEM
0 = 0 DECEPTION 0 = 0
T E M L

Damage CHA PROF ITEM


ITEM
DICE STR B
P
W SPEC OTHER TRAITS
DIPLOMACY 0 = 0
T E M L

S CHA PROF ITEM


ITEM
Weapon STR PROF ITEM INTIMIDATION 0 = 0
T E M L

T E M L
0 = 0 INT PROF ITEM
ITEM

Damage
LORE 0 = 0
T E M L

DICE STR B W SPEC OTHER TRAITS INT PROF ITEM


ITEM
P LORE 0 = 0
T E M L

S
WIS PROF ITEM
ITEM
Ranged Strikes MEDICINE 0 = 0
T E M L

Weapon DEX PROF ITEM


T E M L WIS PROF ITEM
ITEM
0 = 0 NATURE 0 = 0
T E M L

Damage INT PROF ITEM


ITEM
DICE SPECIAL B W SPEC OTHER TRAITS OCCULTISM 0 = 0
T E M L

P
S CHA PROF ITEM
ITEM
Weapon DEX PROF ITEM PERFORMANCE 0 = 0
T E M L

T E M L
0 = 0 WIS PROF ITEM
ITEM

Damage RELIGION 0 = 0
T E M L

DICE SPECIAL B W SPEC OTHER TRAITS INT PROF ITEM


ITEM
P
S
SOCIETY 0 = 0
T E M L

Weapon DEX PROF ITEM


ITEM ARMOR
ARMOR

0 =
DEX PROF
T E M L
ITEM
STEALTH 0 = 0
T E M L
-
0 WIS PROF ITEM
ITEM
Damage
DICE SPECIAL B W SPEC OTHER TRAITS SURVIVAL 0 = 0
T E M L

P DEX PROF ITEM


ITEM ARMOR
ARMOR
S
THIEVERY 0 = 0
T E M L
-
Weapon Proficiencies
SIMPLE MARTIAL OTHER OTHER
Languages
T E M L T E M L T E M L T E M L

©2019 Paizo
©2019 Paizo Inc.,
Inc., Paizo,
Paizo, Pathfinder,
Pathfinder, and
and the
the Pathfinder
Pathfinder logo
logo are
are registered
registered trademarks
trademarks of
of Paizo
Paizo Inc.
Inc. Permission
Permission granted
granted to
to photocopy
photocopy for
for personal
personal use
use only.
only.
Ancestry Feats and Abilities Class Feats and Abilities
SPECIAL 1st FEATURE 1st
HERITAGE 1st FEATURE 1st
FEAT 1st FEAT 1st
FEAT 5th FEAT 2nd
FEAT 9th FEATURE 3rd
FEAT 13th FEAT 4th
FEAT 17th FEATURE 5th
Skill Feats FEAT 6th
BACKGROUND FEATURE 7th
2nd FEAT 8th
4th FEATURE 9th
6th FEAT 10th
8th FEATURE 11th
10th FEAT 12th
12th FEATURE 13th
14th FEAT 14th
16th FEATURE 15th
18th FEAT 16th
20th FEATURE 17th
General Feats FEAT 18th
3rd FEATURE 19th
7th FEAT 20th
11th Bonus Feats
15th
19th

Inventory
WORN ITEMS INVEST BULK READIED ITEMS BULK OTHER ITEMS BULK
(MAX 10)

ENCUMBERED
BULK
BULK BASE STR
5 = =55
MAXIMUM
0 BASE STR
10 ==10 CP SP GP PP

©2019 Paizo
©2019 Paizo Inc.,
Inc., Paizo,
Paizo, Pathfinder,
Pathfinder, and
and the
the Pathfinder
Pathfinder logo
logo are
are registered
registered trademarks
trademarks of
of Paizo
Paizo Inc.
Inc. Permission
Permission granted
granted to
to photocopy
photocopy for
for personal
personal use
use only.
only.
Character Sketch ETHNICITY NATIONALITY BIRTHPLACE AGE GENDER & PRONOUNS HT WT

APPEARANCE

Personality
ATTITUDE

BELIEFS

LIKES DISLIKES

CATCHPHRASES

Campaign
campaign Notes
NOTES ALLIES

ENEMIES

ORGANIZATIONS

Actions and Activities


NAME ACTIONS TRAITS PAGE NAME ACTIONS TRAITS PAGE

DESCRIPTION DESCRIPTION

NAME ACTIONS TRAITS PAGE NAME ACTIONS TRAITS PAGE

DESCRIPTION DESCRIPTION

NAME ACTIONS TRAITS PAGE NAME ACTIONS TRAITS PAGE

DESCRIPTION DESCRIPTION

Free Actions and Reactions


NAME FREE ACTION TRAITS PAGE NAME FREE ACTION TRAITS PAGE
[fre
REACTION [fre
REACTION

TRIGGER TRIGGER
DESCRIPTION DESCRIPTION

NAME FREE ACTION TRAITS PAGE NAME FREE ACTION TRAITS PAGE
[fre
REACTION [fre
REACTION

TRIGGER TRIGGER
DESCRIPTION DESCRIPTION

©2019 Paizo
©2019 Paizo Inc.,
Inc., Paizo,
Paizo, Pathfinder,
Pathfinder, and
and the
the Pathfinder
Pathfinder logo
logo are
are registered
registered trademarks
trademarks of
of Paizo
Paizo Inc.
Inc. Permission
Permission granted
granted to
to photocopy
photocopy for
for personal
personal use
use only.
only.
Spell Attack Roll Spell Slots Per Day
KEY PROF T E M L
0 = 0
CANTRIP
LEVEL
1 2 3 4 5 6 7 8 9 10
Spell DC Spell Ability
DC BASE KEY PROF T E M L
10 = 10 0 SPONTANEOUS SPELL SLOTS REMAINING

Magic Traditions Spells


PREP PREP
PREP

ARCANE OCCULT ACTIONS ACTIONS

M S V M S V
PRIMAL DIVINE PREP PREP
PREP

ACTIONS ACTIONS

PREPARED SPONTANEOUS M S V M S V
PREP PREP
PREP
Cantrips ACTIONS ACTIONS
PREP
M S V M S V
ACTIONS
PREP PREP
PREP

M S V ACTIONS ACTIONS
PREP
M S V M S V
ACTIONS PREP PREP
PREP

M S V ACTIONS ACTIONS

PREP
M S V M S V
ACTIONS PREP PREP
PREP

ACTIONS ACTIONS
M S V
PREP
M S V M S V
PREP PREP
PREP
ACTIONS
ACTIONS ACTIONS
M S V
PREP M S V M S V
PREP PREP
PREP
ACTIONS
ACTIONS ACTIONS
M S V
PREP M S V M S V
PREP PREP
PREP
ACTIONS
ACTIONS ACTIONS
M S V
M S V M S V
PREP
PREP PREP
PREP
ACTIONS
ACTIONS ACTIONS

M S V
M S V M S V
Innate Spells PREP PREP
PREP

FREQ ACTIONS ACTIONS

ACTIONS
M S V M S V
PREP PREP
PREP
M S V
FREQ ACTIONS ACTIONS

ACTIONS
M S V M S V
PREP PREP
PREP
M S V
ACTIONS ACTIONS
Focus Spells
CURRENT MAXIMUM M S V M S V
FOCUS POINTS PREP PREP
PREP

ACTIONS ACTIONS ACTIONS

M S V M S V M S V
ACTIONS PREP PREP
PREP

ACTIONS ACTIONS
M S V
ACTIONS
M S V M S V
PREP PREP
PREP
M S V
ACTIONS ACTIONS ACTIONS

M S V M S V M S V

©2019 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
©2019 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
620_17524_001_PHBRev3a.qxk 4/21/03 10:42 AM Page 318

_____________________________________________ ______________________________________________
character name
character name player
player
®
_____________________________________________ ________________ ______________ ______________
class and level
class race alignment
race deity
alignment deity
__________ __________ __________ ____________ __________ ___________ ___________ ___________ CHARACTER RECORD SHEET
size
level age
size gender
age height
gender weight
height eyes
weight hair
eyes skin
hair
ABILITY ABILITY TEMPORARY TEMPORARY NONLETHAL
ABILITY NAME SCORE MODIFIER SCORE MODIFIER TOTAL WOUNDS/CURRENT HP DAMAGE SPEED
STR
strength -5 HP
hit points
DEX
dexterity -5 AC
armor class 10 = 10+ 0 + 0 + 0 + 0 + 0 + 0 + 0
DAMAGE REDUCTION

TOTAL
ARMOR SHIELD DEX SIZE NATURAL DEFLECTION MISC 0
CON
constitution -5 BONUS BONUS MODIFIER MODIFIER ARMOR MODIFIER MODIFIER

INT SKILLS MAX RANKS


3.0 / 1.5

CLASS SKILL?
-5 TOUCH FLAT-FOOTED (CLASS/CROSS-CLASS)
intelligence armor class armor class
KEY SKILL ABILITY MISC
WIS -5 SKILL NAME ABILITY MODIFIER MODIFIER
RANKS
MODIFIER
wisdom
INITIATIVE -5 = -5 + 0
CHA -5
modifier
DEX MISC □ Appraise ■ int ______ -5
-5.0 = ______+______+______
charisma TOTAL MODIFIER MODIFIER -5
-5.0 = ______+______+______
□ Balance ■ dex* ______
SAVING THROWS TOTAL BASE ABILITY MAGIC MISC. TEMPORARY -5
-5.0 = ______+______+______
SAVE MODIFIER MODIFIER MODIFIER MODIFIER conditional modifiers
□ Bluff ■ cha ______
-5
FORTITUDE
(constitution) -5 = 0 + -5 + 0 + 0 + □ Climb ■ str* -5.0
______ = ______+______+______
□ Concentration ■ con ______ -5
-5.0 = ______+______+______
REFLEX
(dexterity) -5 = 0 + -5 + 0 + 0 + □ Craft ■ ( _______________) int ______
-5
-5.0 = ______+______+______
-5
-5.0 = ______+______+______
WILL □ Craft ■ ( _______________) int ______
-5 = 0 + -5 + 0 + 0 + -5
(wisdom) □ Craft ■ ( _______________) int -5.0
______ = ______+______+______
-5
0.0 = ______+______+______
□ Decipher Script int ______
BASE ATTACK BONUS SPELL □ Diplomacy ■ -5
-5.0 = ______+______+______
______
0 RESISTANCE 0 cha
-5
0.0 = ______+______+______
□ Disable Device int ______
-5
-5.0 = ______+______+______
□ Disguise ■ cha ______
GRAPPLE -5 = 0 + -5 + 0 + 0 -5
-5.0 = ______+______+______
modifier □ Escape Artist ■ dex* ______
TOTAL BASE ATTACK STRENGTH SIZE MISC -5
-5.0 = ______+______+______
BONUS MODIFIER MODIFIER MODIFIER □ Forgery ■ int ______
-5.0 -5
□ Gather Information ■ cha ______ = ______+______+______
-5
0.0 = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL □ Handle Animal cha ______
-5
-5.0 = ______+______+______
□ Heal ■ wis ______
-5
-5.0 = ______+______+______
□ Hide ■ dex* ______
RANGE TYPE NOTES -5
-5.0 = ______+______+______
□ Intimidate ■ cha ______
-5
-5.0 = ______+______+______
□ Jump ■ str* ______
-5
0.0 = ______+______+______
□ Knowledge ( ___________) int ______
AMMUNITION ___________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ -5
□ Knowledge ( ___________) int 0.0 = ______+______+______
______
-5
0.0 = ______+______+______
□ Knowledge ( ___________) int ______
ATTACK ATTACK BONUS DAMAGE CRITICAL -5
□ Knowledge ( ___________) int 0.0
______ = ______+______+______
-5
0.0 = ______+______+______
□ Knowledge ( ___________) int ______
RANGE TYPE NOTES □ Listen ■ wis ______ -5
-5.0 = ______+______+______
-5
-5.0 = ______+______+______
□ Move Silently ■ dex* ______
-5
0.0 = ______+______+______
□ Open Lock dex ______
AMMUNITION ___________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ -5
0.0 = ______+______+______
□ Perform (______________) cha ______
-5
0.0 = ______+______+______
□ Perform (______________) cha ______
ATTACK ATTACK BONUS DAMAGE CRITICAL □ Perform (______________) cha
-5
0.0 = ______+______+______
______
-5
0.0 = ______+______+______
□ Profession ( ___________) wis ______
-5
0.0 = ______+______+______
RANGE TYPE NOTES □ Profession ( ___________) wis ______
-5
-5.0 = ______+______+______
□ Ride ■ dex ______
-5.0 -5
□ Search ■ int ______ = ______+______+______
-5
-5.0 = ______+______+______
AMMUNITION ___________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □ Sense Motive ■ wis ______
-5
0.0 = ______+______+______
□ Sleight of Hand dex* ______
ATTACK -5
0.0 = ______+______+______
ATTACK BONUS DAMAGE CRITICAL □ Spellcraft int ______
-5
-5.0 = ______+______+______
□ Spot ■ wis ______
-5
-5.0 = ______+______+______
□ Survival ■ wis ______
RANGE TYPE NOTES -5
□ Swim ■ str* -5.0 = ______+______+______
______
-5
0.0 = ______+______+______
□ Tumble dex* ______
-5
0.0 = ______+______+______
AMMUNITION ___________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □ Use Magic Device cha ______
-5.0 -5
□ Use Rope ■ dex ______ = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL □ ______________________ ____ ______ = ______+______+______
□ ______________________ ____ ______ = ______+______+______
□ ______________________ ____ ______ = ______+______+______
RANGE TYPE NOTES
■ Denotes a skill that can be used untrained.
□ Mark this box with an X if the skill is a class skill for the character.
* Armor check penalty, if any, applies. (Double penalty for Swim.)
AMMUNITION ___________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□
©2003 Wizards of the Coast, Inc. Permission granted to photocopy for personal use only.
620_17524_001_PHBRev3a.qxk 4/21/03 10:42 AM Page 319

FEATS SPELLS
campaign PG. DOMAINS/SPECIALTY SCHOOL:
__________________________________________________

0: ________________________________________________
experience points __________________________________________________
__________________________________________________
GEAR __________________________________________________
__________________________________________________
__________________________________________________
ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX
1st: ______________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES __________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
2nd:______________________________________________
SHIELD/PROTECTIVE ITEM AC BONUS WEIGHT CHECK PENALTY
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
SPELL FAILURE SPECIAL PROPERTIES
__________________________________________________
3rd: ______________________________________________
__________________________________________________
SPECIAL ABILITIES __________________________________________________
__________________________________________________
PROTECTIVE ITEM AC BONUS WEIGHT SPECIAL PROPERTIES PG. __________________________________________________
__________________________________________________
__________________________________________________
4th: ______________________________________________
__________________________________________________
PROTECTIVE ITEM AC BONUS WEIGHT SPECIAL PROPERTIES __________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
5th: ______________________________________________
OTHER POSSESSIONS __________________________________________________
ITEM PG. WT. ITEM PG. WT. __________________________________________________
__________________________________________________
__________________________________________________
6th: ______________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
7th: ______________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
8th: ______________________________________________
__________________________________________________
__________________________________________________
9th: ______________________________________________
__________________________________________________

SPELL SAVE
DC MOD

ARCANE SPELL FAILURE %


conditional modifiers

SPELLS SPELL SPELLS BONUS


KNOWN SAVE DC
LEVEL PER DAY SPELLS

0 0

TOTAL WEIGHT CARRIED 1ST

2ND

LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR


LANGUAGES 3RD
LOAD LOAD LOAD HEAD GROUND DRAG Initial languages = Common + racial
EQUALS 2~ 5~ languages + one per point of Int bonus 4TH
MAX LOAD MAX LOAD MAX LOAD

5TH
MONEY
6TH
cp —

sp — 7TH

gp — 8TH
pp —
9TH

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LEVEL & CLASS PLAYER NAME

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BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
PRO

STR INT
Armor
Set Max HP
STRENGTH DEX WIS
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CON CHA
MAXIMUM PROFICIENCY ARMOR Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Misc
Temporary Hit Points: Misc
DEXTERITY ARMOR

CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION
SUCCESSES LEVEL DIE USED ENCUMBERED
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ABILITY
SAVE DC
CONSTITUTION SAVING THROWS FAILURES
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F

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Light Medium Heavy Shields
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Acrobatics (Dex)
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
Arcana (Int) >

INTELLIGENCE Athletics (Str) >


LANGUAGES TOOLS & OTHERS
Deception (Cha) > Common
History (Int) >
Insight (Wis) >
Intimidation (Cha) >
Investigation (Int) >
WISDOM
Medicine (Wis) >
Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
Perception (Wis)
Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
Persuasion (Cha) > < <

CHARISMA Religion (Int) > < <

Sleight of Hand (Dex) > < <

Stealth (Dex) > < <

Survival (Wis) > < <

Tool > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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DESCRIPTION

>

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>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
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> > >
PP
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> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


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ALIGNMENT FAITH HAIR EYES SKIN


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ORGANIZATION

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F
Temporary HP: SUCCESSES
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STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
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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)

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.4 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.4 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
RESTRAINED
away (second number). Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump you Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.4 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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