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Widdol Man - v2.1

The document outlines the character sheet for a level 3 Kobold named Kip-Krig, who is a multi-classed Order Cleric and Manaphage Wizard. It includes details on the character's abilities, hit points, skills, spells, and proficiencies. Additionally, it provides information on the character's background, personality traits, and features related to their classes.

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0% found this document useful (0 votes)
6 views

Widdol Man - v2.1

The document outlines the character sheet for a level 3 Kobold named Kip-Krig, who is a multi-classed Order Cleric and Manaphage Wizard. It includes details on the character's abilities, hit points, skills, spells, and proficiencies. Additionally, it provides information on the character's background, personality traits, and features related to their classes.

Uploaded by

applezboy
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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Order Cleric 1 Manaphage Wizard 2 [1] LEVEL

CLASS(ES) & LEVEL(S) PLAYER NAME


Kip-Krig 3
Kobold 900 [2] 2,700
RACE EXPERIENCE NEXT LEVEL

HP

[3] [4] BACKGROUND: Mercenary Veteran [6]


[5]
INSPIRATION
STR

+2 18 +1 30 ft
PROFICIENCY AC INIT SPEED
15
+2 BONUS [7] PERSONALITY TRAITS
FALSE

15 Hit Point Max 28


DEX FALSE
〇 +2 Strength [8]
28
+1 FALSE

FALSE
〇 +1 Dexterity
〇 +3 Constitution CURRENT HIT POINTS IDEALS
13 FALSE
〇 +4 Intelligence Condition
13 FALSE
◉ +4 Wisdom
CON FALSE
◉ +3 Charisma

+3 FALSE
SAVING THROWS TEMPORARY HIT POINTS BONDS

16 〇 +1 Acrobatics (Dex) SUC. 〇 〇 〇


2d6 1d8
14 〇 +2 Animal Handling(Wis) FAIL. 〇 〇 〇
INT 〇 +4 Arcana(Int)
HIT DICE DEATH SAVES FLAWS

+4 ◉ +4 Athletics (Str) ALIGNMENT:

〇 +1 Deception (Cha)
18 〇 +4 History (Int)
17 〇 +2 Insight (Wis) NAME ATK BONUS DAMAGE/TYPE
1d8+2[bludgeoning]|***Martial Melee Weapon Attack.***
WIS ◉ +3 Intimidation (Cha) Warhammer +4 Versatile (1d10)
1d4+2[piercing]|***Simple Melee or Ranged Weapon Attack.***

+2 〇 +4 Investigation (Int) Dagger +4 Finesse, Light, Thrown (range 20/60)

◉ +4 Medicine (Wis) - -

14 〇 +4 Nature (Int) - -

14 〇 +2 Perception (Wis) - -
CHA 〇 +1 Performance (Cha)

+1 ◉ +3 Persuasion(Cha)
◉ +6 Religion (Int)
12 〇 +1 Sleight of Hand (Dex)
12 〇 +1 Stealth(Dex)
〇 +2 Survival (Wis)
SKILLS [9] ATTACKS & NOTES

Common Chain Mail


12 PASSIVE WISDOM (PERCEPTION)
Draconic Shield
Traveler's Clothes

Armor Proficiencies: All Armor, Shields

Weapon Proficiencies: Simple and Martial Weapons

1 Vehicle Proficiency: Land Vehicles [10]

1 Tool Proficiency: Three Dragon Ante [11]

Other Proficiencies: [12]

Other Speeds: -

PROFICIENCIES

LANGUAGES [13] EQUIPPED ITEMS

Misc Features: Cleric Features: Wizard Features:


Mercenary Life [14] Voice of Authority [15] Arcane Recovery [16]
Pack Tactics [17] Mana Articulation [18]
Sunlight Sensitivity [19] Arcane Inhibitor [20]
Darkvision [21]
Draconic Cry [22]

FEATURES & TRAITS [23]


Right click and 'Insert note' to add details on any box.

SPELLCASTING SPELL SPELL

Wizard [24] Intelligence 14 +6


Wizard [24] Intelligence 14 +6
ABILITY SAVE DC ATTACK BONUS

◉ Thaumaturgy ◉ Mending ◉

CANTRIPS
◉ Guidance ◉ Fire Bolt ◉
◉ Light ◉ Toll the Dead ◉

◉ Command ◉ Thunderwave ◉ Catapult SLOTS MAX

◉ Heroism ◉ Shield 〇 Identify


4
◉ Healing Word ◉ Tasha's Hideous Laughter 〇 Alarm
◉ Bless ◉ Mage Armor 〇
◉ Protection From Evil and Good ◉ Magic Missile 〇

MAX SLOTS 〇 〇 〇
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2
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AGE HEIGHT WEIGHT SIZE

GENDER EYES HAIR SKIN

[188x188+]
[188x188+]

[251x335+]
ALLIES & ORGANIZATIONS

CHARACTER APPEARANCE

Dragon [25]
HEADER COLOR SCHEME

APPEARANCE URL SYMBOL URL

CUSTOMIZATION CHARACTER BACKSTORY

v2.1 sheet by I F Evans based on v1.3 sheet by DM David Lester based on the official D&D character sheet available at Wizards.com/DnD. (TM & © 2014 Wizards of the Coast LLC.)
[1] Enter your first chosen class first. If you have a subclass, enter it anywhere before another class, e.g. "Champion Fighter 4 Berserker Barbarian 3"
The first class entered will be used to determine your 1st level hit die and saving throw proficiencies.

Important: Do not neglect to set your Subclass. Under various circumstances, not intentionally setting a subclass can end up with the sheet giving you a
subclass you don't have.

[2] When you update your experience total, most other fields will automatically update as you level up. Also adjust the CLASS cell accordingly, the level or
sum of levels from there needs to match your total level.

[3] Enter your base ability score, before any modifiers, in the cell in this column UNDER each Ability Score block. The cells with 00 in them.

[4] Enter Ability Score Improvements and racial Ability CHOICES in the cell in this column UNDER each Ability Score block.

When this cell turns blue, it means you have racial Ability Scores Increases to choose below.

[5] IF you roll for HP, input your maximum HP according to hit die from 1st level here without con mod, then each line after is for the amount rolled on hit
dice for each level. If you enter nothing in this column, it assumes average.

[6] Your background gives you skills. If you want to modify which skills a background lets you choose, or you want to add new backgrounds, they're the one
piece of customization done on this page. If you unhide the columns to the right (by clicking/tapping the tiny little arrows that show up on the "AP" column
header, thanks google /s), you'll find the Backgrounds listed starting in cell AX69, the associated skills starting in AY69, the number of extra languages
starting in AZ69, the number of tool proficiencies granted starting in BA69, and the number of vehicle proficiencies granted starting in BB69. You can alter
the skills to be any two you desire or add to the list of recognized Backgrounds by adding the Background to the AX column, its associated skills to the AY
column, and its number of languages, tools, and vehicles proficiencies to the proper columns, starting at row 82.

[7] Overriding Initiative Advantage and Disadvantage

Enter 'adv' in this cell to override for advantage on initiative.

Enter 'dis' in this cell to override for disadvantage on initiative.

Enter almost anything else in this cell to override to normal initiative.

[8] Overriding Advantage and Disadvantage

Enter 'adv' in this column to override for advantage.

Enter 'dis' in this column to override for disadvantage.

Enter almost anything else in this column to override to normal.


[9] Skill names get colored and underlined until you select what you are granted by your class, race, and background.

Class skills are blue.

Racially granted skills are purple.


When you have a choice of racial skills, they are magenta.

Background skills are dark orange.

[10] The sheet doesn't automatically populate any vehicle proficiencies. It just counts how many you should have. Fill this in yourself.

[11] The sheet doesn't automatically populate any tool proficiencies. It just counts how many you should have. Fill this in yourself.

[12] Add any bonus proficiencies to this cell. Things like Kensei's weapon proficiencies (don't forget to mark it as a Monk Weapon on the Attack Info sheet)
or weapon proficiencies from the Weapon Master Feat or the two Martial Weapon proficiencies for Hobgoblins.

[13] This only autofills with languages from your race. If you gain languages from another source, enter them on the lines after the automatically populated
ones.

[14] You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you
know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area,
as long as you speak the language.

[15] Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an
ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

[16] You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose
expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the
slots can be 6th level or higher.

[17] You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

[18] Starting at 2nd level, you can concentrate mana around you to pin it onto your spell focus. The amount of mana you pin point is represented by the
Stack Pool.

The Stack Pool consists of d4 dice, up to a maximum equal to your proficiency level x 2. You start with 0 Stack Die, and lose all dice at the start of initiative.

At the end of your turn in initiative, if you successfully cast a levelled spell that turn, you gain a Stack Pool die.
[19] You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.

[20] At 2nd level, you have the ability to use the Stack Pool defensively by emitting the mana you gathered, further manipulating your spells. Once per turn,
when a creature or creatures within 45 foot of you fail a saving throw from a levelled spell, you can expend your Stack Dice up to your proficiency bonus and
add an additional effect:

At the start of the next creature’s turn, it does not regain any expended reaction.

Until the end of the next creature’s turn, for every attack it takes, it rolls equal to your expended dice; then it takes that amount of force damage.

At 5th level, creatures affected by this feature must spend an additional spell slot to cast a spell, which level is equal to the amount of dice you expended. If
it can’t, the spell is fizzled.

[21] You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only
as shades of gray

[22] As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack
rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

[23] Formulas check what is written here. Fighting Styles are supported with the exception of Protection, as are most Feats that matter for the sheet For
feats and fighting styles, enter in
"Feat: [feat name]" format:
e.g.
Feat: Mobile
Feat: Dual Wielder
Fighting Style: Dueling

Some abilities let you choose things, like saving throw proficiencies. Include those things in parentheses, e.g. Iron Mind (Wisdom).

If you take the Skilled feat, put your chosen skills in parentheses, e.g. Skilled (Acrobatics, Athletics, Performance)

[24] Enter your main spellcasting class here. If you have multiple spellcasting classes, the sheet will figure out spellslots properly, but can't handle setting up
separate DCs and Spell Attack Bonuses for classes with different Spellcasting Abilities.
If you have the Magic Initiate feat and no other spellcasting classes, enter the class for that feat and make sure you have Magic Initiate listed in your
features.
If you have the Magic Initiate feat in conjunction with a spellcasting class, put it in your features and the sheet will add an extra 1st-level slot for you.
[25] If you want to add your own custom header image, unhide the columns on the right and follow the link to one of the "blank" headers, make your own,
and then add it to the list.

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