LEVEL & CLASS PLAYER NAME
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RACE
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CHARACTER NAME
AC DESCRIPTION
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Temporary Hit Points:
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LIMITED FEATURES PROFICIENCIES
ACTIONS BONUS ACTIONS REACTIONS
CHARISMA
SKILLS ACTIONS
ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE
PASSIVE WISDOM
(
PERCEPTION
)
DESCRIPTION
SENSES
NAME TOTAL NAME TOTAL
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
P
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R
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O
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F
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PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
Feature Name:
BACKGROUND FEATURE
CLASS FEATURES RACIAL TRAITS
ADVENTURING GEAR # ADVENTURING GEAR # ADVENTURING GEAR #
CP
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EP
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FEAT:
FEAT:
FEAT:
FEAT:
FEATS
MAGIC ITEM:
NOTES
ADVENTURING GEAR # ADVENTURING GEAR #
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
MAGIC ITEM:
OTHER HOLDINGS
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GENDER AGE SIZE HEIGHT WEIGHT
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
SYMBOL
CHARACTER PORTRAIT
ALLIES & ORGANIZATIONS
APPEARANCE
LIFESTYLE DAILY PRICE
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NAME
STR INT
Temporary HP:
SUCCESSES
STRENGTH
DEX WIS
CON CHA
ARMOR
PROFICIENCY MAXIMUM
CLASS
BONUS HIT POINTS
FAILURES
SAVING THROWS
CURRENT HIT POINTS
DEATH SAVES
ATTACK NAME RANGE TO HIT DAMAGE DAMAGE TYPE
DEXTERITY
DESCRIPTION
INITIATIVE SPEED
LEVEL USED
DIE
CONSTITUTION
ATTACKS
HIT DICE
PER ACTION
ATTACKS
INTELLIGEN
CE
WISDOM
CHARISMA
FEATURES TRAITS
SKILLS
PASSIVE WISDOM
(
PERCEPTION
)
SENSES
REMARKS NOTES
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RACE SIZE HEIGHT WEIGHT
TYPE AGE GENDER ALIGNMENT
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COMPANION
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Arcana (Int)
Athletics (Str)
Deception (Cha)
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Investigation (Int)
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AREA OF EFFECT
CUBE SPHERE CYLINDER
LINE
Point of Origin
CONE
P
L
A
Y
E
R
R
E
F
E
R
E
N
C
E
FORCED MARCH
Marching more than 8 hours per day requires a Con
saving throw at DC 10 + 1 per additional hour, at the
end of each additional hour. If failed, suffer one level
of exhaustion (see conditions).
FOOD
(one pound per day)
Go without food for 3 + Con modier of consecutive
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
WATER
(one gallon per day)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
FALLING
1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
SUFFOCATING
Hold breath for 1 + Con modier in minutes (30 seconds minimum). After that, survive for Con modier in
rounds, after which drop to 0 hit points and dying.
SHORT REST
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
LONG REST
A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
ENVIRONMENT
(
PHB 183
)
MELEE ATTACK
(one attack)
Normal attack on target within 5 ft. If attacking with a light
melee weapon in one hand, allowed to make an attack with a
light melee weapon in other hand as a bonus action, see ‘Two-
Weapon Fighting’. If either weapon has the thrown property, it
may be thrown as part of this action.
RANGED ATTACK
(one attack)
Normal attack if up to normal range (rst number). Disadvantage on the attack if up to long range (second number).
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker.
TWO-WEAPON FIGHTING
(bonus action with attack action)
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
other hand as a bonus action. This off-hand attack can’t add a positive ability score modier to the damage roll. If the
weapon has the thrown property, it may be thrown as part of this action.
DISARM
(instead of one attack)
(
DMG 271
)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have
advantage and smaller have disadvantage.
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
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK
(with melee attack)
(
DMG 271
)
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
before the end of your next turn has advantage and doesn’t cost you your reaction.
SHOVE
(instead of one attack)
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.
ATTACK ACTION
(
PHB 195
)
BLINDED
Fail checks involving sight.
Attacks have disadvantage.
Enemy attacks have advantage.
CHARMED
Can’t harm/attack charmer.
Charmer has advantage on
ability checks to interact socially.
DEAFENED
Fail checks involving hearing.
FRIGHTENED
Disadvantage to checks/attacks while the source of fear is in sight.
Can’t willingly move closer to the source of fear.
GRAPPLED
Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
moved out of grappler’s reach by an effect.
INCAPACITATED
Can’t take actions or reactions.
INVISIBLE
Can’t be seen (normally), but still make noise and tracks.
Attacks have advantage. Enemy attacks have disadvantage.
PARALYZED
Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
POISONED
Disadvantage on attack rolls and ability checks.
PRONE
Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
Enemy attacks have advantage within 5 ft and disadvantage if further away.
RESTRAINED
Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
Attacks have disadvantage. Enemy attacks have advantage.
STUNNED
Incapacitated. Can’t move. Can speak only falteringly.
Fail Str and Dex saving throws. Enemy attacks have advantage.
UNCONSCIOUS
Incapacitated. Can’t move or speak. Unaware of surroundings.
Drop everything. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
CONDITIONS
(
PHB 290
)
LEVEL
EFFECT
(cumulative)
1
Disadvantage on ability checks
2
Speed halved
3
Disadvantage on attacks / saves
4
Hit Point maximum halved
5
Speed reduced to 0
6
Death
EXHAUSTION
(
PHB 291
)
PACE MINUTE HOUR DAY EFFECT
Fast 400 feet 4 miles 30 miles -5 passive Perception
Normal 300 feet 3 miles 24 miles ––
Slow 200 feet 2 miles 18 miles Able to use stealth
TRAVEL PACE
(
PHB 182
)
HALF
+2 AC and Dex saving throws
3
/
4
+5 AC and Dex saving throws
TOTAL
Can’t be targeted directly by attack or spell
COVER
(
PHB 196
)
LIGHTLY OBSCURED
(dim light) Disadvantage on sight Perception checks
HEAVILY OBSCURED
(darkness) Effectively blinded (see conditions)
BLINDSIGHT
Out to range, perceive without sight.
DARKVISION
Out to range, treat dim light as bright light. Can’t see colors.
TRUESIGHT
Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
LIGHT & VISION
(
PHB 183
)
ATTACK
(action)
Make one melee or ranged attack with a weapon, or
multiple attacks with the ‘Extra Attack’ class feature.
(See the ‘Attack Action’ section below.)
CAST A SPELL
(casting time of the spell)
Effect depends on the spell being cast.
DASH
(action)
Gain your speed as extra movement for this turn.
DISENGAGE
(action)
Your movement doesn’t provoke opportunity attacks for
the rest of the turn.
DODGE
(action)
Attack rolls from attackers you can see have disadvantage
and you have advantage on Dex saving throws until the
start of your next turn, until you become incapacitated or
your speed drops to 0.
ESCAPE
(action)
Escape a grapple by winning a Str (Athletics) or Dex
(Acrobatics) check vs. grappler’s Str (Athletics) check.
HELP
(action)
Give an ally advantage on next ability check or attack roll
vs. an opponent within 5 ft of you, if done before the
start of your next turn.
HIDE
(action)
Hide from those that can’t perceive you. Your Dex
(Stealth) check is the DC for anybody’s Wis (Perception)
check to discover you.
OVERRUN
(action or bonus action)
(
DMG 272
)
Move through hostile’s space once by winning opposing
Str (Athletics) check. Advantage if you are larger or
disadvantage if you are smaller than the opponent.
READY
(action)
Choose an action that you will take in response to a set
trigger. Taking the action uses your reaction. Readying a
spell requires concentration and expends the spell slot.
SEARCH
(action)
Search for something, possibly with a Wis (Perception)
or Int (Investigation) check.
TUMBLE
(action or bonus action)
(
DMG 272
)
Move through hostile’s space once by winning opposing
Dex (Acrobatics) check.
USE OBJECT
(action)
You can interact with an object once per turn for free. A
second interaction 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).
COMBAT ACTIONS
(
PHB 192
)
MOVE
(limited by movement speed)
You can move your movement speed every turn. You can break up your
movement between actions. You can switch back and forth between different
types (e.g. from ying to walking), by subtracting the distance already moved
from the new speed.
You can freely move through a nonhostile’s space, and through a hostile’s
space if it is two sizes larger or smaller than you. Another creature’s space
counts as difcult terrain.
CLIMB
/
SWIM
(at ½ speed)
May involve a Str (Athletics) check if the climb / swim is difcult.
CRAWL
(at ½ speed)
Crawl while prone (see conditions). Dropping prone costs no movement speed.
DIFFICULT TERRAIN
(at ½ speed)
Moving through difcult terrain costs twice as much speed. Another creature’s
space counts as difcult terrain.
JUMP
After moving at least 10 feet on foot, you can jump your Str score in feet straight
forward, or 3 + your Str modier in feet up. The jump distance is halved when
performing a standing jump.
STAND UP
(costs ½ speed)
Standing up from being prone costs half your movement speed for this turn.
MOVEMENT
(
PHB 182
)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0beta16 (Printer Friendly - Redesign)
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