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Fillable DND Character Sheet (Custom With Notes)

This document contains character sheet information for a player character including: - Class, level, race, alignment and other identifying information - Ability scores, proficiencies, and other mechanical attributes - Inventory of equipment, spells, and other resources - Background details and personal information to flesh out their character

Uploaded by

Cliff Vincent
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100% found this document useful (2 votes)
849 views

Fillable DND Character Sheet (Custom With Notes)

This document contains character sheet information for a player character including: - Class, level, race, alignment and other identifying information - Ability scores, proficiencies, and other mechanical attributes - Inventory of equipment, spells, and other resources - Background details and personal information to flesh out their character

Uploaded by

Cliff Vincent
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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CHARACTER NAME

CLASS & LEVEL BACKGROUND PLAYER NAME


Spell attack: d20+Proficiency+ability modifier............Spell damage: the spell will specify.
Melee/ranged attack: d20 + proficiency + ability modifier.
Melee/ranged damage: d20 + ability modifier. RACE ALIGNMENT EXPERIENCE POINTS
Critical hits: (natural 20) double all damage dice and add them together. Then add modifiers
SpellSaveDC:=8+spellcasting ability modifier+proficiency
Reaction: one per round. Spell Attack Mod:
Spell Save DC: Spell Attack Modifier=Spellcasting Ability Mod+Proficiency
10 + Dex mod

STRENGTH INSPIRATION

ARMOR PERSONALITY TRAITS


PROFICIENCY BONUS CLASS INITIATIVE SPEED

Strength Hit Point Maximum


IDEALS
DEXTERITY Dexterity
Constitution
Intelligence CURRENT HIT POINTS
BONDS
Wisdom
Charisma
SAVING THROWS
CONSTITUTION FLAWS
Proficiency
Acrobatics (Dex)
Expertise TEMPORARY HIT POINTS
Ammunition
SUCCESSES
Animal Handling(Wis) Total
Arcana (Int) HIT DICE
FAILURES
DEATH SAVES
Athletics (Str) NAME ATK BONUS DAMAGE/TYPE Other
INTELLIGENCE Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
WISDOM
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
CHARISMA
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
Proficiency--->bonus is doubled with--->expertise
SKILLS

PASSIVE PERCEPTION ATTACKS & SPELLCASTING


10 + proficiency + Perception, with Expertise if you have it
CP

SP

EP

GP

PP

EQUIPMENT

OTHER PROFICIENCIES & LANGUAGES


[HighJump: 1.5 x height + 3 + Str mod =_____ft] half that if you didn't move 10ft first.
[Long Jump: Str_____ft] half that if you didn't move 10ft first
STEALTH: something must cover/obscure at least half your body, When you attack a creature you are AGE HEIGHT WEIGHT
hidden from, you have advantage on that attack roll........
Incapacitated : can’t take actions or reactions.
Restrained: speed=0, Attacks against it have advantage, and its attacks have disadvantage.
CAST A SPELL:not necessarily an action. EYES SKIN HAIR
DISARM: roll contested by Athletics/Acrobatics check. disadvantage if holding with two or more hands.
advantage on its ability check if it is larger, disadvantage if smaller.
DISENGAGE: your movement doesn't provoke opportunity attacks for the rest of the turn......

ALLIES & ORGS


HIDE: Stealth check to hide...... ......DASH: Double Movement Speed
DODGE: focus on avoiding attacks. Until your next turn, attack rolls made against you have disadvantage,
you make Dexterity saving throws with advantage.
HELP: aid another creature, it gains advantage on the next ability or attack you specified
READY: wait for a particular circumstance before you act. choose a trigger and when it happens,
SEARCH: devote attention to finding something. make a Wis (Perception) check or an lnt (Investigation) check.
MOUNTS: can Dash, Disengage, or Dodge, and can do this even while being ridden. OA on mount can target the rider

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.

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