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STR DEX CON INT WIS CHA: Used Total Hit Dice

This document contains character sheet information including ability scores, proficiencies, hit points, equipment, traits and other character details. It has statistical information organized in a table format for a player character.

Uploaded by

Noeli Sbarbaro
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
108 views16 pages

STR DEX CON INT WIS CHA: Used Total Hit Dice

This document contains character sheet information including ability scores, proficiencies, hit points, equipment, traits and other character details. It has statistical information organized in a table format for a player character.

Uploaded by

Noeli Sbarbaro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LVL STR DEX CON INT WIS CHA

ABILITY
MOD

CLASS ALIGNMENT
EXP ABILITY SCORE

PROFICIENCY PASSIVE ATTACKS PER ROUND


BONUS PERCEPTION INITIATIVE
DARKVISION INITIATIVE
P ROFICIENCY AC WEAPON ATK BONUS DAMAGE
E XPERTISE S
RUN CLIMB P
P
E
ACROBATICS (DEX) MEDICINE (WIS) B
EFFECT
TOTAL
TOTAL
HP
HP
ANIMAL HANDL. (WIS) NATURE (INT) SWIM FLY
S
TEMPORARY HP EXHAUSTION P
B
ARCANA (INT) PERCEPTION (WIS)

S
ATHLETICS (STR)

DEATH
PERFORMANCE (CHA)

LIFE
P
B

DECEPTION (CHA) PERSUASION (CHA) CURRENT


BUFFS HIT POINTS
& CONDITIONS
CURRENT HIT POINTS BUFFS & CONDITIONS
S
P
HISTORY (INT) RELIGION (INT) B
I R V BLUDG. I R V POISON I R V RADIANT

I R V PIERCE. I R V ACID I R V LIGHTNING


INSIGHT (WIS) SLEIGHT OF H. (DEX)
S
I R V SLASH. I R V PSYCHIC I R V THUNDER P
B
INTIMIDATION (CHA) STEALTH (DEX) I R V COLD I R V NECRO. I R V FORCE

I R V FIRE
INVESTIGATION (INT) SURVIVAL (WIS) S
I MMUNITY, R ESISTANCE, & V ULNERABILITY P
B
TOTAL
SAVING THROWS
S
CHARISMA INTELLIGENCE d d P
B

CONSTITUTION STRENGTH USED

HIT DICE TOTAL USED AMMUNITION


DEXTERITY WISDOM

INSPIRATION
PP GP EP SP CP TOTAL USED TOTAL USED TOTAL USED TOTAL USED

WORN GEAR

RACE LANGUAGES BACKGROUND

WEAPONS ARMOR TOOLS ADVANTAGES


PROFICIENCIES

RACIAL & BACKGROUND TRAITS CLASS TRAITS


LVL STR DEX CON INT WIS CHA
ABILITY
MOD

CLASS ALIGNMENT
EXP ABILITY SCORE

PROFICIENCY PASSIVE ATTACKS PER ROUND


BONUS PERCEPTION INITIATIVE WEAPON ATK DAMAGE & EFFECTS
DARKVISION INITIATIVE
P ROFICIENCY AC S
E XPERTISE P
RUN CLIMB B
P
E
ACROBATICS (DEX) MEDICINE (WIS) S
P
TOTAL
TOTAL B
HP
HP
ANINAL HAND. (WIS) NATURE (INT) SWIM FLY S
TEMPORARY HP EXHAUSTION P
B
ARCANA (INT) PERCEPTION (WIS) S
P
B
ATHLETICS (STR)

DEATH
PERFORMANCE (CHA)

LIFE

AMMO
DECEPTION (CHA) PERSUASION (CHA) CURRENT
BUFFS HIT POINTS
& CONDITIONS
CURRENT HIT POINTS BUFFS & CONDITIONS
TOTAL USED TOTAL USED TOTAL USED TOTAL USED
CANTRIPS DAMAGE / EFFECT / TYPE / SAVE
HISTORY (INT) RELIGION (INT) S
I R V BLUDG. I R V POISON I R V RADIANT V
M
I R V PIERCE. I R V ACID I R V LIGHTNING S
INSIGHT (WIS) SLEIGHT OF H.(DEX) V
M
I R V SLASH. I R V PSYCHIC I R V THUNDER
S
V
INTIMIDATION (CHA) STEALTH (DEX) I R V COLD I R V NECRO. I R V FORCE M
S
I R V FIRE V
INVESTIGATION (INT) SURVIVAL (WIS) M
I MMUNITY, R ESISTANCE, & V ULNERABILITY S
V
TOTAL M
SAVING THROWS SPELL SLOTS
1 2 3 4 5 6 7 8 9

TOTAL
CHARISMA INTELLIGENCE d d

USED
CONSTITUTION STRENGTH USED

HIT DICE TOTAL USED


DEXTERITY WISDOM

INSPIRATION SPELL DC SPELL ATK


PP GP EP SP CP
WORN GEAR

RACE LANGUAGES BACKGROUND

WEAPONS ARMOR TOOLS ADVANTAGES


PROFICIENCIES

RACIAL & BACKGROUND TRAITS CLASS TRAITS


ORGANIZATIONS & ASSOCIATIONS

AGE HEIGHT HAIR

DRUIDCLASS
FORM ALIGNMENT
EYES SKIN WEIGHT

CHARACTER APPEARANCE BACKSTORY

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS ADDITIONAL FEATURES & TRAITS

DEITY
STORAGE
SPELLCASTING V ERBAL
Spell requires a spoken component. Affected by Silenced or
obstructions to mouth

S OMATIC
Spell requires hand gestures. Affected by restraint, paralysis, etc.
SPELLCASTING
P REPARED AB
ABILITY M ATERIAL
CLASS ILIT Item(s) to be consumed in spellcasting. Can replace most
C ONCENTRATION
DC ATK TOTAL USED components with spellcasting focus (except gold, diamonds, etc.)

M
CANTRIPS III
M
C S C
S
V P
V
M M
C
C S S
P
V V
M M
C
C S S
P
V V
M
M C
S
C S P
V
V
M
M C
S
C S P
V
V M
C
M S
P
C S V
V M
C
S
M P
V
C S
V M
C
S
M P
V
C S M
V C
S
P
V
M
I SLOTS USED
C
P
S
V
M
C M
S C
P S
V P
V
M
C M
S C
P S
V P
V
M M
C C
S S
P P
V V
M
C
S
P

C
V
M IV
S M
P C
V S
P
V
M
C M
S C
P S
V P
V
M
C M
S C
P S
V P
V
M
C M
S C
P S
V P
V
M
C M
S C
P S
V P
V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M
C
S
II P
V
M
M C
C S
S P
P V
V
M
M C
C S
S P
P V
V
M
C
M S
C P
S V
P
V
M
C
P
S
V
V
M
M C
C S
S P
P V
V
M
M C
C S
S P
P V
V
M
M C
C S
S P
P V
V
M
M C
C S
S P
P V
V
M M
C C
S S
P P
V V

M M
C C
S S
P P
V V

M M
C C
S S
P P
V V

M M
C C
S S
P P
V V

M M
C C
S S
P P
V V
SPELLCASTING C ONCENTRATION
Focus on active spell. Damage while concentrating
requires concentration saving throw versus damage taken.
Can only concentrate on single spell at a time
LINE CONE
SPHERE CUBE
CYLINDER RITUAL
Spells with Ritual tag may be cast by performing aritual
P REPARED lasting +10min. Rituals do not consume spell slots and
CLASS
C ONCENTRATION cannot be cast at higher spell-levels
DC ATK TOTAL USED

VI VIII
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V

VII IX
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V
M M
C C
S S
P P
V V

SCROLLS WANDS ITEMS


SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM
STR
STR DEX CONABILITY SCORE INT
CON WIS
WIS CHA
CHA
ABILITY
BONUS
ABILITY
BONUS

DRUID FORM
RACE/SPECIES ALIGNMENT PASSIVE
PERCEPTION
ABILITY SCORE
SAVING THROWS

BLINDSIGHT DARKVISION TRUESIGHT TREMORSENSE


WEAPON ATK DAMAGE
INITIATIVE
ARMOR S
CLASS P
RUN CLIMB B
EFFECT
P
E ACROBATICS (DEX) MEDICINE (WIS)
TOTAL
HP S
ANIMAL HANDL. (WIS) SWIM FLY P
NATURE (INT)
EXHAUSTION
B

ARCANA (INT) PERCEPTION (WIS) TEMPORARY HP


S

DEATH
P

LIFE
B
ATHLETICS (STR) PERFORMANCE (CHA)

DECEPTION (CHA) PERSUASION (CHA) BUFFS


BUFFS &
& CONDITIONS
CONDITIONS CURRENT
CURRENT HIT POINTS
HIT POINTS S
P
B
I R V BLUDG. I R V POISON I R V RADIANT
HISTORY (INT) RELIGION (INT)
I R V PIERCE. I R V ACID I R V LIGHTNING
INSIGHT (WIS) SLEIGHT OF H. (DEX) I R V SLASH. I R V PSYCHIC I R V THUNDER

I R V COLD I R V NECRO. I R V FORCE


INTIMIDATION (CHA) STEALTH (DEX)
I R V FIRE
I MMUNITY, R ESISTANCE, & V ULNERABILITY
INVESTIGATION (INT) SURVIVAL (WIS)

SAVING THROWS

CHARISMA INTELLIGENCE

CONSTITUTION STRENGTH

DEXTERITY WISDOM

NOTES
COMPANION APPEARANCE
LANGUAGES

WEAPONS ARMOR TOOLS ADVANTAGES


PROFICIENCIES

RACIAL & BACKGROUND TRAITS

CARRIED GEAR CLASS TRAITS


CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE & SIZE ALIGNMENT EXPERIENCE POINTS

INSPIRATION DARKVISION

TOTAL
PASSIVE ARMOR
PROFICIENCY INITIATIVE
PERCEPTION CLASS
RUN CLIMB
d d
STRENGTH
SAVING THROWS USED
SWIM FLY HIT DICE BUFFS & CONDITIONS
ATHLETICS TOTAL HP
I RV I RV I RV
TEMPORARY HP BLUDG. POISON RADIANT
DEATH PIERCING ACID LIGHTNING

LIFE
SLASHING PSYCHIC THUNDER
COLD NECROTIC FORCE
DEXTERITY FIRE
SAVING THROWS CURRENT HIT POINTS IMMUNITIES, RESISTANCES, & VULNERABILITIES

ACROBATICS
LANGUAGES
WEAPON ATK DAMAGE & EFFECTS
SLEIGHT OF HAND
S
STEALTH P
B
S
P
CONSTITUTION B
WEAPONS ARMOR TOOLS ADVANTAGES
S

PROFICIENCIES
SAVING THROWS P
B
S
P
B
S
P
B

INTELLIGENCE
AMMO

SAVING THROWS
ARCANA TOTAL USED TOTAL USED TOTAL USED TOTAL USED

CANTRIPS DAMAGE / EFFECT / TYPE / DC / SAVE


HISTORY
S
V
INVESTIGATION M
S
NATURE V
M
RELIGION S
V
M
WISDOM S
V
SAVING THROWS M
S
ANIMAL HANDLING V
M
INSIGHT S
V
MEDICINE M

PERCEPTION SPELL SLOTS


1 2 3 4 5 6 7 8 9
TOTAL

SURVIVAL

CHARISMA
USED

SAVING THROWS
DECEPTION SPELL ABILITY
INTIMIDATION
PERFORMANCE
PERSUASION
DC ATK TOTAL USED
BACKPACK
ITEM WT ITEM WT

PP

GP

L
EP

SP
______ ENCUMBERED
CARRYING CAPACITY ______ HEAVILY
______ ENCUMBERED
CP FEATURES & TRAITS
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

DEITY

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS ADDITIONAL FEATURES & TRAITS

BACKSTORY STORAGE
LLCASTIN LLCASTIN VERBAL
PE PE Spell requires a spoken component. Affected by Silenced or

G
S

S
obstructions to mouth

SOMATIC
Spell requires hand gestures. Affected by restraint, paralysis, etc.

MATERIAL
S AV AT S Item(s) to be consumed in spellcasting. Can replace most
E DC K BONU T O TA L USED
SPELLCASTING AB components with spellcasting focus (except gold, diamonds, etc.)
CLASS MATERIAL (M) (P) PREPARED ILIT Y
SOMATIC (S) P C

VERBAL (V) (C) CONCENTRATION

III
CANTRIPS
M M
S C S P C

V V
M M
S C S P C

V V
M
M S P C
S C
V
V
M
M S P C
S C V
V M
M S P C

S C V
V M
M S P C

S C V
V M
S P C
M V
S C
M
V S P C

M V
S C M
V S P C

V
I M
S P C

V
SLOTS USED
M SLOTS TOTAL M
S P C S P C

V V
M
M S P C
S P C
V
V
M
M S P C
S P C
V
V
M
S P C
IV
V
M M
S P C
S P C
V V
M M
S P C S P C

V V
M M
S P C S P C
SPELLS KNOWN

V V
M M
S P C S P C

V V
M
M S P C
S P C
V
V
M
M S P C
S P C
V
V M
M S P C

S P C V
V M
M S P C

S P C V
V M
M S P C

S P C V
V M
S P C

II V
M
S P C

V
M
S P C M
V S P C

V
M M
S P C
S P C
V V
M
S
V
P C
V
M
S P C
M
V S P C

M V
S P C
M
V S P C
M V
S P C

V M
S P C
M V
S P C

V M
M S P C

S P C V
V M
M S P C

S P C V
V M
M S P C
S P C
V
V
M
M S P C
S P C
V
V
M M
S P C S P C

V V
M M
S P C S P C

V V
LLCASTIN LLCASTIN
PE PE CONCENTRATION

G
Focus on active spell. Damage while concentrating

S
requires concentration saving throw versus damage taken.
Can only concentrate on single spell at a time

RITUAL
LINE CONE Spells with Ritual tag may be cast by performing aritual
SPHERE CUBE
CYLINDER AT S lasting +10min. Rituals do not consume spell slots and
S AV T O TA L
E DC K BONU USED cannot be cast at higher spell-levels
AB
MATERIAL (M) (P) PREPARED ILIT Y
SOMATIC (S) P C

VERBAL (V) (C) CONCENTRATION

VI VIII
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V

VII IX
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V

SCROLLS WANDS ITEMS

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM

SCROLL SCROLL
WAND WAND
ITEM ITEM
OVERVIEW
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

DARKVISION

INSPIRATION

TO
CL
ARMOR

TA
N
INITIATIVE

TA
IM
RU

TO
PASSIVE CLASS

L
B
PROFICIENCY PERCEPTION
d d

D
SW

U
STRENGTH

Y
BUFFS & CONDITIONS

SE
SE
FL
IM

U
SAVING THROWS TEMPORARY HP
I RV I RV I RV
ATHLETICS BLUDG. POISON RADIANT
PIERCING ACID LIGHTNING
SLASHING PSYCHIC THUNDER
COLD NECROTIC FORCE
FIRE
CURRENT HIT POINTS DAMAGE IMMUNITIES, RESISTANCES, & VULNERABILITIES
DEXTERITY
SAVING THROWS
LANGUAGES
ACROBATICS WEAPON ATK DAMAGE & EFFECTS
SLEIGHT OF HAND S
P
B
STEALTH
S
P
B
WEAPONS ARMOR TOOLS ADVANTAGES

PROFICIENCIES
S
CONSTITUTION P
B
SAVING THROWS S
P
B

S
P
B
AMMO

INTELLIGENCE
SAVING THROWS TOTAL USED TOTAL USED TOTAL USED TOTAL USED

ARCANA CANTRIP DAMAGE/ TYPE / EFFECT / DC


S
HISTORY V
M
INVESTIGATION S
V
NATURE M
S
RELIGION V
M
S
V
WISDOM M

SAVING THROWS S
V
M
ANIMAL HANDLING
S
V
INSIGHT M

MEDICINE
PERCEPTION A B
ABILITY

1
SURVIVAL 9 2
P X
TOTAL

CHARISMA 8 SPELL 3
ATK

SAVING THROWS
L SLOTS F
DECEPTION
7 USED
4
INTIMIDATION
USED
DC

PERFORMANCE K 6 5 H

PERSUASION
TOTAL

BACKPACK
ITEM WT ITEM WT
PP

GP

EP

SP
_____ ENCUMBERED

TOTAL WEIGHT ____ _____ HEAVILY ENCUMBERED FEATURES AND TRAITS


CP
BACKGROUND
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

DIETY

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS ADDITIONAL FEATURES & TRAITS

BACKSTORY MORE GEAR


rbanitas at. Impetus persius eum cu. A

5E SPELLS nec eligendi od ss et, ius an melius


probatus adversarium. Nihilconÿ
SPELL
CAST sulre ct eque te quo, augue quaerÿ
ING C
LASS
endum est an. Ne est dolor
persequ e ris, sit id habeo
MATERIAL (M) (P) PREPARED
senserit scriptorem, ut
SOMATIC (S)
VERBAL (V)
P
(C) CONCENTRATION
T O TA L USED
nullam SPELL
SPELL ABILITY theophrastus
DC s.Un
SPELL ATK BONUS
III
CANTRIPS
M M
S C S P C

V V
M M
S C S P C

V V
M
M S P C
S C
V
V
M
M S P C
S C V
V M
M S P C

S C V
V M
M S P C

S C V
V M
S P C
M V
S C
M
V S P C

M V
S C M
V S P C

V
I M
S P C

V
SLOTS USED
M SLOTS TOTAL M
S P C S P C

V V
M
M S P C
S P C
V
V
M
M S P C
S P C
V
V
M
S P C
IV
V
M M
S P C
S P C
V V
M M
S P C S P C

V V
M M
S P C S P C
SPELLS KNOWN

V V
M M
S P C S P C

V V
M
M S P C
S P C
V
V
M
M S P C
S P C
V
V M
M S P C

S P C V
V M
M S P C

S P C V
V M
M S P C

S P C V
V M
S P C

II V
M
S P C

V
M
S P C M
V S P C

V
M M
S P C
S P C
V V
M
S
V
P C
V
M
S P C
M
V S P C

M V
S P C
M
V S P C
M V
S P C

V M
S P C
M V
S P C

V M
M S P C

S P C V
V M
M S P C

S P C V
V M
M S P C
S P C
V
V
M
M S P C
S P C
V
V
M M
S P C S P C

V V
M M
S P C S P C

V V
rbanitas at. Impetus persius eum cu. A

5E SPELLS nec eligendi od ss et, ius an melius


probatus adversarium. Nihilconÿ
SPELL
CAST sulre ct eque te quo, augue quaerÿ
ING C
LASS
endum est an. Ne est dolor
persequ e ris, sit id habeo
MATERIAL (M) (P) PREPARED
senserit scriptorem, ut
SOMATIC (S)
VERBAL (V)
P
(C) CONCENTRATION nullam SPELL
SPELL ABILITY theophrastus
DC s.Un
SPELL ATK BONUS
VI VIII
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V

VII IX
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V
M M
S P C S P C

V V

SCROLLS WANDS ITEMS

SCROLL SCROLL
WAND WAND
ITEM ITEM

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STR
STR DEX CONABILITY SCORE INT
CON WIS
WIS CHA
CHA
ABILITY
BONUS
ABILITY
BONUS

DRUID FORM PASSIVE


PERCEPTION
ABILITY SCORE
SAVING THROWS

BLINDSIGHT DARKVISION TRUESIGHT TREMORSENSE


WEAPON ATK DAMAGE
INITIATIVE
ARMOR S
CLASS P
ACROBATICS (DEX) MEDICINE (WIS) RUN CLIMB B
EFFECT

TOTAL
AN. HANDLING (WIS) NATURE (INT) HP S
SWIM FLY P
B
ARCANA (INT) PERCEPTION (WIS)
TEMPORARY HP
S

DEATH
ATHLETICS (STR) PERFORMANCE (CHA) P

LIFE
B

DECEPTION (CHA) PERSUASION (CHA)


BUFFS
BUFFS &
& CONDITIONS
CONDITIONS CURRENT
CURRENT HIT POINTS
HIT POINTS

HISTORY (INT) RELIGION (INT) I RV I RV I RV


BLUDG.
BLUDG. POISON
POISON RADIANT
RADIANT
INSIGHT (WIS) SL. OF HAND (DEX) PIERCING ACID LIGHTNING
PIERCING ACID LIGHTNING
SLASHING PSYCHIC THUNDER
SLASHING
COLD PSYCHIC
NECROTIC THUNDER
FORCE
INTIMIDATION (CHA) STEALTH (DEX)
FIRE
COLD NECROTIC FORCE
IMMUNITIES, RESISTANCES, & VULNERABILITIES
INVESTIGATION (INT) SURVIVAL (WIS) FIRE
IMMUNITIES, RESISTANCES, & VULNERABILITIES

SAVING THROWS

CHARISMA INTELLIGENCE

CONSTITUTION STRENGTH

DEXTERITY WISDOM
NOTES

STR
STR DEX CONABILITY SCORE INT
CON WIS
WIS CHA
CHA
ABILITY
BONUS
ABILITY
BONUS

DRUID FORM PASSIVE


PERCEPTION
ABILITY SCORE
SAVING THROWS

BLINDSIGHT DARKVISION TRUESIGHT TREMORSENSE


WEAPON ATK DAMAGE
INITIATIVE
ARMOR S
CLASS P
ACROBATICS (DEX) MEDICINE (WIS) RUN CLIMB B
EFFECT

TOTAL
AN. HANDLING (WIS) NATURE (INT) HP S
SWIM FLY P
B
ARCANA (INT) PERCEPTION (WIS)
TEMPORARY HP
S
DEATH

ATHLETICS (STR) PERFORMANCE (CHA) P


LIFE

DECEPTION (CHA) PERSUASION (CHA)


BUFFS
BUFFS &
& CONDITIONS
CONDITIONS CURRENT
CURRENT HIT POINTS
HIT POINTS

HISTORY (INT) RELIGION (INT) I RV I RV I RV


BLUDG.
BLUDG. POISON
POISON RADIANT
RADIANT
INSIGHT (WIS) SL. OF HAND (DEX) PIERCING ACID LIGHTNING
PIERCING ACID LIGHTNING
SLASHING PSYCHIC THUNDER
SLASHING
COLD PSYCHIC
NECROTIC THUNDER
FORCE
INTIMIDATION (CHA) STEALTH (DEX)
FIRE
COLD NECROTIC FORCE
IMMUNITIES, RESISTANCES, & VULNERABILITIES
INVESTIGATION (INT) SURVIVAL (WIS) FIRE
IMMUNITIES, RESISTANCES, & VULNERABILITIES

SAVING THROWS

CHARISMA INTELLIGENCE

CONSTITUTION STRENGTH

DEXTERITY WISDOM
NOTES
VERBAL CONCENTRATION
Spell requires a spoken component. Affected by Silenced or Focus on active spell. Damage while concentrating
obstructions to mouth requires concentration saving throw versus damage taken.
Can only concentrate on single spell at a time
SOMATIC
Spell requires hand gestures. Affected by restraint, paralysis, etc. RITUAL
Spells with Ritual tag may be cast by performing aritual
MATERIAL lasting +10min. Rituals do not consume spell slots and
Item(s) to be consumed in spellcasting. Can replace most cannot be cast at higher spell-levels
components with spellcasting focus (except gold, diamonds, etc.)
LINE CONE SPHERE CYLINDER CUBE

ATTACK (ACTION) HIDE (ACTION) BLINDED


Make a melee or ranged attack with a weapon, or multiple attacks Hide from those that can't perceive you. Resolved by your Stealth Fail checks involving sight. Your attacks have disadvantage. Enemy attacks have
with the 'Extra Attack' class feature check being the DC for anyone's Perception check to discover you advantage

CAST A SPELL (ACTION) OVERRUN (ACTION) CHARMED


Cast a spell if you meet the spell's requirements and have the Move through hostile's space one by winning opposing Athletics Cannot harm or attack charmer. Charmer has advantage on checks to interact
appropriate spell slots available check. Advantage if you are larger or disadvantage if you are socially
smaller than the opponent.
DASH (ACTION) DEAFENED
Gain your speed as extra movement for this turn READY AN ACTION (ACTION) Fail checks involving hearing
Choose an action that you will take in response to a specific event
DISENGAGE (ACTION) that would trigger it. Taking this readied action uses your reaction. FRIGHTENED
Your movement does not provoke opportunity attacks for the rest Readying a spell requires concentration Disadvantage to checks and attacks while the source of fear is in sight. Cannot
of the turn willingly move closer to the source of this fear
SEARCH (ACTION)
DODGE (ACTION) Search for something using a Perception or Investigation check GRAPPLED
Attack rolls from attackers you can see have disadvantage and you Speed 0, regardless of bonus, and ends when grappler incapacitated or when
have advantage on DEX saving throws until the start of your next TUMBLE (ACTION) moved out of grappler's reach by an effect
turn, untill you become incapacitated or your speed drops to 0 Move through hostile's space once by winning opposing Acrobatics
check INVISIBLE
ESCAPE (ACTION) Cannot be seen (normally), but you still make noise and leave tracks. Attacks
Escape a grapple by winning Athletics or Acrobatics check USE OBJECT (ACTION) have advantage, and enemy attacks have disadvantage
versus a grappler's Athletics check You may interact with one object per turn for free. A second
interaction and special situations take an action to complete (e.g. PARALYZED
HELP (ACTION) drinking a potion, retrieving items from a pack) Incapacitated. Cannot move or speak. Fail STR and DEX saves. Enemy attacks
Give an ally advantage on their next ability check or attack roll vs. have advantage and are critical hits within 5ft
an opponent within 5ft of you if done before the start of your next
turn PETRIFIED
Turned to stone, incapacitated. Cannot move or speak. Unaware of surroundings.
COMBAT ACTIONS Resistance to all damage types, immune to poison and disease. Fail STR and
DEX saves. Enemy attacks have advantage.You stop aging, and your weight
increases x10
MELEE ATTACK (ONE ATTACK) MOVE (MOVEMENT SPEED)
Normal attack on target within weapon's range (usually 5ft). If Move up to your movement speed every turn, as a single action
POISONED
weilding two Light melee weapons, may make attack wiith second or broken up between other actions. Can mix movement types.
Disadvantage on attack rolls and ability checks
weapon as a bonus action (Two Weapon Fighting, below). Can Hostile creature's space is considered Difficult Terrain unless it is
throw weapons with Thrown property two sizes smaller than you
PRONE
Crawl (1/2 speed) or stand up (consume 1/2 speed). Attacks have disadvantage.
RANGED ATTACK (ACTION) CLIMB / SWIM (1/2 SPEED, may require ATHLETICS check)
Enemy attacks within 5ft have advantage, disadvantage if further away
Normal attack up to the normal range, but disadvantage if target
is within 5ft of you or between normal and long range CRAWL (1/2 SPEED)
RESTRAINED
Crawl while prone. Dropping to prone costs no movement
Speed 0, regardless of bonus. Disadvantage on DEX saves. Attacks have
TWO WEAPON ATTACK (ATTACK ACTION + BONUS ACTION)
disadvantage, and enemy attacks have advantage
If attacking with one Light melee weapon, allowed to make an DIFFICULT TERRAIN (1/2 SPEED)
attack with Light weapon in second hand without positive ability
STUNNED
score modifiers to damage JUMP (CONDITIONAL)
Incapacitated and cannot move, Can speak only falteringly. Fail both STR and
Move at least 10ft and forward-jump distance is STR score in
DEX saves, and enemy attacks have advantage
DISARM (INSTEAD OF ONE ATTACK) feet, or vertical-jump distance is 3+ STR. Jump distance is halved
Knock an item away from opponent's grasp with your Attack roll vs. ifperforming standing jump.
UNCONSCIOUS
opponent's Athletics or Acrobatics check. Disadvantage if item is
Incapacitated. Cannot move or speak and unaware of surroundings. Drop all held
held by 2+ hands. Larger opponents have advantage, small have STAND UP FROM PRONE (CONSUMES 1/2 MOVEMENT SPEED)
items, fail STR and DEX saves. Enemy attacks have advantage, and attacks
disadvantage
within 5ft are critical hits
GRAPPLE (INSTEAD OF ONE ATTACK) COVER DYING
With free hand, apply grappled condition to foe up to one size larger
1/2 +2 AC and DEX saving throws In downed state. Must roll d20 each turn; fail 10 or lower, pass 11 or above.
than you by winning Athletics vs. opponent's Athletics or Acrobatics
3 fails is death, 3 passes is alive but unconscious. 1 = 2 fails | 20 = 2 passes
3/4 +5 AC and DEX saving throws
MARK (WITH MELEE ATTACK)
Along with melee attack, mark the target of the attack. The next FULL can't be targeted directly by attacks or spells
opportunity attack against marked target before the end of your next EXHAUSTION
turn has advantage and does not cost a reaction OBSCURED 1 Disadvantage on ability checks 4 Hit Point maximum halved
SHOVE (INSTEAD OF ONE ATTACK) LIGHTLY Disadvantage on sight Perception checks 2 Speed halved for all movement 5 Speed is now reduced to 0
On successful opposiing Athletics check, opponent is moved 5ft back HEAVILY Effectively Blinded 3 Disadvantage on attack & saves 6 Death
or knocked prone. Disadvantage on moving sideways.
*cumulative
ATTACK ACTIONS MOVEMENT CONDITIONS

FORCED MARCH ACROBATICS (DEXTERITY) MEDICINE (WISDOM)


Marching more than 8 hours per day requires a CON saving throw at Actions involving speed or reflexes, such as cartwheeling, ducking Recognizing/diagnosing illness or disease. Ability to stabilize dying allies or
DC 10+1 per additional hour, at the end of each additional hour. If beneath something flying at your head, backflipping onto a horse, etc. enemies
failed, suffer one level of Exhaustion
ANIMAL HANDLING (WISDOM) NATURE (INTELLIGENCE)
FOOD (ONE POUND PER DAY) Any sort of interaction with animals, including but not limited to Knowledge of local flora, fauna, terrain, weather patterns, climate, etc.
Go without food for 3+ CON modifier for consecutive days (1 day riding, communicating, and pacifying
minimum). At the end of each day beyond that, suffer one level of PERCEPTION (WISDOM)
Exhaustion ARCANA (INTELLIGENCE) Ability to perceive things using your 5 basic senses
Recognition and/or understanding of magical objects, spells, etc.
WATER (ONE GALLON PER DAY) PERFORMANCE (CHARISMA)
If only a half gallon consumed, DC15 CON saving throw at end of day.
ATHLETICS (STRENGTH) Performing for an audience, or assuming a different identity
If failed or consumed less than half, suffer one level of Exhaustion if
Actions involving physical strength or conditioning, such as climbing
already have at least one level of Exhaustion
walls, lifting things, jumping over things, etc. PERSUASION (CHARISMA)
Convince others to agree with you or to do something (without lying) or
FALLING
1d6 bludgeoning damage per 10ft fallen, at a maximum of 20d6. If DECEPTION (CHARISMA) provide them encouragement
damage was taken, you are now prone Persuading others by lying to or misleading them
RELIGION (INTELLIGENCE)
SUFFOCATING HISTORY (INTELLIGENCE) Knowledge of particular religions, their practices, their lore, etc.
Hold breath for 1+CON modifier in minutes (30sec min). After that, Recalling events or people from local (or more general) history
survive for CON modifier (in rounds), after which you drop to 0 HP SLEIGHT OF HAND (DEXTERITY)
and are dying INSIGHT (WISDOM) Stealing or cheating in a game
Sensing others’ motives
SHORT REST STEALTH (DEXTERITY)
Take 1 hour of doing nothing too strenuous. At the end of Short Rest, INTIMIDATION (CHARISMA) Hiding and sneaking around
may spend Hit Dice to regain hit points (+ CON score bonus) Persuading others by aggressive dialogue or displays of power
SURVIVAL (WISDOM)
LONG REST (1 PER 24 HOURS) INVESTIGATION (INTELLIGENCE) Foraging for food, identifying tracks and where they lead, reading weather
Takes 8 hours with nothing too strenuous for more than 1 hour of it. Making connections between clues (objects or concepts) patterns, establishing shelters, starting fires with makeshift tools, etc.
Regain all hit points and half of total Hit Dice. If food and water are
consumed, reduce Exhaustion level by 1
ENVIRONMENT SKILLS

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