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4

LEVEL

Skills

Abilities
ABILITY

ADV
DIS

STR

15

STRENGTH

DEX

10

DEXTERITY

CON
CONSTITUTION

INT

INTELLIGENCE

WIS

17

WISDOM

CHA

14

CHARISMA

SAVING THROW

+2

+2

PROF.
BONUS

Ability Save DC
13

=8+

PROFIENCY
BONUS

+4 Athletics (STR)

+2 Deception (CHA)

-1

-1

Darkvision 60 ft

+5

+2

+4

+3 Insight (WIS)
+2 Intimidation (CHA)

INSPIRATION

Limited Features
FEATURE

+3

-1 History (INT)

Proficiency
Bonus

13 Passive Perception

+5

-1 Arcana (INT)

Wisdom

Senses

+5

Acrobatics (DEX)

+3 Animal Handling (WIS)

+2

PROF. EXP.

BONUS NAME (ABILITY)

Show 2nd DC

MODIFIER

20

Show extra features

Name: Sal Dagon


Player:
Class: Cleric (War Domain)
Add:
Next level: 6.500
Experience: 5.510
Acolyte
Background:
Size: Medium Height:
Weight:
Race: Hill Dwarf
Gender:
Hair:
Skin:
Eyes:
Age:
Alignment: Lawful Neutral Faith:

SR

LR

-1 Investigation (INT)
+3 Medicine (WIS)

Dawn

MAX. USAGES

RECOVERY

USED

War Priest

LR

Channel Divinity

SR

-1 Nature (INT)
+3 Perception (WIS)
+2 Performance (CHA)
+2 Persuasion (CHA)
+1 Religion (INT)

Saving Throw Advantages / Disadvantages

Adv. vs. Poison

Sleight of Hand (DEX)

Stealth (DEX)

+5 Survival (WIS)

Tool
DEX

Combat

14

ARMOR
BONUS

Scale Mail

SHIELD
BONUS

Shield

DEXTERITY
MOD

+
+

AC DURING REST

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

STEALTH
DISADV.

HP

MISC
MOD 2

HALF DAMAGE

PROF ABILITY

Str

Melee

+4

1d8+2

Bludgeoning

80/320 ft

+2

1d8

Piercing

1+2

Bludgeoning

Unarmed strike

Str

Melee

+4

Dagger

Str

Melee, 20/60 ft

+4

1d4+2 Piercing

Ceremonial Dagger

Str

Melee, 20/60 ft

+4

1d4+2 Piercing

Dex

Ammunition, loading, two-handed

Finesse, light, thrown


Finesse, light, thrown

TOTAL

44 25
4

TOTAL

TYPE
Reload

AMMUNITION

HIT
DICE

RECOVER HALF OF YOUR MAXIMUM


HIT DICE AFTER A LONG REST.

LEVEL

D 8

+ 5

+
DIE

I
II
III

CON

LIVE

DIE

USED

DC10

I
II
III

DEATH SAVING THROWS

Actions
AND

Attack / Cast a Spell

Dash / Disengage / Dodge

Light crossbow

TYPE

CURRENT

RESISTANCE
Poison

ATTACKS
PER ACTION

WOUNDS

MISC
MOD 1

Versatile (1d10)

20
Bolts
Reload AMMUNITION

25 ft

Heal

MAX HIT POINTS

Attacks
Warhammer

25 ft

TEMPORARY HP

MAGIC

+ 0

SPEED
ENCUMBERED

Escape Grapple / Help / Hide


Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove

Channel Divinity: Turn Undead


BONUS ACTIONS
War Priest

REACTIONS
Opportunity Attack

USED THIS ROUND

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.8 (A4)

AC

SPEED

Health

Defense

16

Initiative

MISC.

Get the latest version of this sheet on enworld.org


Add Features

Background

Features
PERSONALITY TRAITS

Racial Traits
Hill Dwarf (+2 Constitution, +1 Wisdom)
Stonecunning: Whenever I make an Intelligence (History) check related to the origin of

IDEAL

stonework, I am considered proficient in the History skill and add double my proficiency
bonus to the check, instead of my normal proficiency bonus.
Dwarven Toughness: My hit point maximum increases by 1 for every level I have.

Class Features
Armor:
Weapons:

Lig
Light
Si
Simple

M
Medium
Ma
Martial

BOND

FLAW
He
Heavy
avy
O
Other:

Shields

Feats

Channel Divinity (Cleric 2, PHB 58)


I can channel divine energy to cause an effect; the save for this is my

Channel Divinity (Cleric 2, PHB 58)

FEAT:

I can channel divine energy to cause an effect; the save for this is my Cleric (War
Domain), level 4:

Spellcasting (Cleric 1, PHB 58)


I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus

FEAT:

I can cast my prepared cleric spells as rituals if they have the ritual tag

Bonus Proficiency (War Domain 1, PHB 63)

I gain proficiency with martial weapons and heavy armor

War Priest (War Domain 1, PHB 63) [Wisdom modifier per long rest]
When I use the Attack action, I can make a weapon attack as a bonus action

FEAT:

Channel Divinity (Cleric 2, PHB 58) [1 per short rest]

I can channel divine energy to cause an effect; the save for this is my cleric spell DC

Channel Divinity: Turn Undead (Cleric 2, PHB 59)

As an action, all undead within 30 ft that can see/hear me must make a Wisdom save

FEAT:

If an undead fails this save, it is turned for 1 minute or until it takes damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds

Channel Divinity: Guided Strike (War Domain 2, PHB 63)

When I make an attack roll, I can add a +10 bonus to the roll after seeing the d20 roll

FEAT:

Add Equipment

Equipment
# LBS

ADVENTURING GEAR

Priest Pack

ADVENTURING GEAR

# LBS

5 sticks of incense

Common clothes

Holy Symbol x2

vestments

Prayer book

Shelter of the Faithful


I command the respect of those who share my faith. I can perform the religious
ceremonies of my faith. My companions and I can expect free healing and care at an

ATTUNED MAGICAL ITEMS (MAX 3)

establishment of my faith, though I must provide any material components needed for
spells. Those who share my religion will support me at a modest lifestyle.

Languages
Common

Dwarvish

+2 from Acolyte

SUBTOTAL

SUBTOTAL

Proficiencies

ENCUMBERED

Tools & Others


smith, brewer, or mason tools

76 150 lb

HEAVILY ENCUMBERED
151 - STR 10
FT SPEED
225 lb -D20
ISADV. STR, DEX, CON

STR 5
-10 FT SPEED

PLATINUM
= 10 GP

GOLD
=10 SP

80

ELECTRUM
= 5 SP

SILVER

= 10 CP

PUSH/DRAG/LIFT
226 - STR 15 - 30
SPEED = 5 FT

450 lb

COPPER LIFESTYLE:

TOTAL WEIGHT

1,7 lb
GEAR & COINS

DAILY PRICE:

GEMS AND OTHER VALUABLES:

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.8 (A4)

Background Feature

CHARACTER: Sal Dagon

Possessions

Status

LEVEL

EFFECT (CUMULATIVE)
Disadvantage on Ability Checks
Speed halved

Disadvantage on Attack Rolls and Saving Throws

Hit Point maximum halved

Speed reduced to 0

Death

ig
g

FINISHING A LONG REST REDUCES


THE EXHAUSTION LEVEL BY 1,
PROVIDED THAT YOU ALSO INGESTED
SOME FOOD AND DRINK.

1
2

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

Conditions
Blinded

Fail checks involving sight; attacks have


disadvantage; enemy attacks have advantage.

Charmed

Cannot harm the charmer; charmer has


advantage on any social interaction.

Deafened

Fail checks involving hearing.

Petrified

Become incapacitated; become paralyzed; gain


resistance to all damage; stop aging; immune
to poison or disease; weight increase by a
factor of 10.

Poisoned

Ability checks have disadvantage; attacks have


disadvantage.

Prone

Frightened

Check and attacks have disadvantage when


source of fear is in sight; cannot willingly move
closer to the source of fear.

Only move by crawling or stand up; attacks


have disadvantage; enemy attacks have
advantage if within 5 ft or have disadvantage
otherwise.

Grappled

Restrained

Speed drops to 0; attacks have disadvantage;


enemy attacks have advantage; Dex saving
throws have disadvantage.

Speed drops to 0.

Incapacitated

Cannot take actions or reactions.

Stunned

Invisible

Cannot be seen (normally); attacks have


advantage; enemy attacks have disadvantage.

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage;
cannot move; can only speak falteringly.

Unconscious

Paralyzed

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage; enemy
attacks within 5 ft are critical hits; cannot
speak, move or take physical actions.

Become incapacitated; fall prone and drop


what you are holding; fail Str and Dex
saving throws; enemy attacks have advantage;
enemy attacks within 5 ft are critical hits.

Combat Rules

Choose Visible Sections

Extra Equipment
GEAR

Dash

Action

Disengage

Action

Dodge

Action

Escape Grapple

Action

Help

Action

Hide

Action

Ready
Search
Tumble
Use Object
Disarm

Grapple
Mark
Shove
Move Grappled

# LBS

GEAR

# LBS

You gain your Speed as extra movement this turn.


Your movement doesnt provoke Opportunity Attacks for the
rest of the turn.
Disadvantage on Attack Rolls against you. You have Advantage
on DEX Saving Throws.
STR (Athletics) or DEX (Acrobatics) check vs. opponents STR
(Athletics) check to be free of the grappled condition.
You give an ally Advantage on the next Ability Check or Attack
Roll it makes vs. an opponent within 5 ft of you.
DEX (Stealth) check vs. opponents WIS (Perception) check.

Win opposing STR (Athletics) check to move through opponents


Action or
space once this turn. Advantage if you are larger than opponent
Bonus Action
and disadvantage if you are smaller than opponent.
You choose an action you will take in response to a trigger, using
Action
your Reaction. Readying a spell requires concentration.
Action

You search for something.

Action or
Win opposing DEX (Acrobatics) check to move through
Bonus Action opponents space once this turn.
You interact with an object.
Action
You can interact with an object once per turn for free.
Weapon attack roll vs. opponents STR (Athletics) or DEX
(Acrobatics) check to knock one item from its grasp. You have
disadvantage if opponent is holding item with two or more
Attack
hands. Opponents larger than you have advantage
disadvantage
Win STR (Athletics) check vs. opponents STR (Athletics) or DEX
(Acrobatics) check. Can only start grapple with opponents that
Attack
are up to one size category larger than yourself.
Together with a melee attack you can mark the target of that
attack. Until the end of your next turn, make one opportunity
Melee
attack against the marked target with advantage without
Attack
expanding your reaction.
Win opposing STR (Athletics) check to move opponent 5 ft back.
Attack
Disadvantage if trying to move the opponent to a side.
Bring grappled opponent along with you as part of your move
action, but can only move half speed unless the opponent is
Move
two or more size categories smaller than you.

Half Cover
Three-Quarters Cover

You gain +5 to AC and +5 to DEX Saving Throws.

Total Cover

You cannot be targeted directly by an attack or a spell, although


some spells can reach you by including you in its area of effect.

You gain +2 to AC and +2 to DEX Saving Throws.

TOTAL WEIGHT

Other Holdings

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.8 (A4)

Overrun

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

Magic Items

Exhaustion

Background
Character History
1 I idolize a particular hero of my faith, and constantly
refer to that persons deeds and example
I trust that my deity will guide my actions, I have
faith that if I work hard, things will go well. (Lawful)
3 I owe my life to the priest who took me in when my
parents died
My piety sometimes leads me to blindly trust those
that profess faith in my god.

Character Portrait
Reset Portrait

Appearance

Enemies

Organization Symbol
Reset Symbol

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.8 (A4)

Allies & Organizations

Name:
Race:
Height:

Companion
ABILITY

10

10

10
10
10
10

MISC.

MODIFIER

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

SAVING THROW
BONUS

Skills

Age:
Size: Medium

Attacks

Passive Perception

ATTACKS
ACTION

PER

ATTACK / DESCRIPTION

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

SENSES / SKILL PROFICIENCIES

Speed
Health

Defense

Heal

TEMPORARY HP

DC10

III

DEATH SAVING THROWS

HIT DICE
LEVEL

Features

I
II

III

HP
MAX HIT POINTS

Initiative

II

CURRENT

AC

LIVE

DIE

WOUNDS

DEX

+ 0

Gender:
Weight:

DIE

CON

USED

Annotations

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MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.8 (A4)

Notes

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

MorePurpleMoreBetter's D&D 5th edition Character Sheet/Generator v9.8 (A4)

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