Fillable DND Character Sheet (Custom With Notes)
Fillable DND Character Sheet (Custom With Notes)
STRENGTH INSPIRATION
SP
EP
GP
PP
EQUIPMENT
CHARACTER BACKSTORY
TWO-WEAPON FIGHTING: attack with a light melee weapon held in one hand, use a bonus action to attack with a light/thrown weapon you're holding in the other hand. don't add ability modifier to the damage of the bonus attack.
SQUEEZING through : can squeeze through a space large enough for a creature one size smaller than it. a creature must spend 1 extra foot for every foot it moves there, it has disadvantage on attack rolls and Dexterily saving throws.
Attack rolls against the creature have advantage while it's in the smaller space.
COVER: Walls, trees, creatures, and other obstacles can provide cover during combat, half cover has a +2 BONUS to AC and dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might
be a low wall. a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with three-quarters cover has a +5 BONUS to AC and dexterity saving throws. A target has threequarters
cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis. an arrow slit, or a thick tree trunk. A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach
such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle
SHOVING A CREATURE: Using the Attack action, to knock it prone or push it away from you. must be no more than one
size larger than you, and it must be within your reach. make a (Athletics) check contested by the target's Str(Athletics) or
Dex(Acrobatics) If you win the contest, you either knock the target prone or push it 5 feet away from you.
INTERACTlNG with objects: examples of the sorts of thing you can do in tandem with your movement and action: draw or
sheathe a sword, open or close a door, get potion from backpack, pick dropped axe, get thing from a table, remove a ring
from your finger, stuff some food into your mouth, plant a banner in the ground, fish a few coins from your belt pouch, drink
all the ale in a flagon, throw a lever or a switch, pull a torch from a sconce, take a book from a shelf you can reach, extinguish SPELLCASTING SPELL SAVE DC SPELL ATTACK
a small flame, don a mask pull the hood of your cloak up and over your head, put your ear to a door kick a small stone, tum a ABILITY BONUS
key in a lock, tap the floor with a 10ft pole, hand an item to another character
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
ED
PR
Intoxicated: disadvantage on attacks and checks. To cast a spell, must succeed on a DC 10 Constitution check. or the spellcasting action is wasted, but the spell is not. Damage is reduced by 1d6.