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RACIAL HERITAGE / CLASS FEATURES & TRAITS

CHARACTER NAME
CHARACTER NAME RACE/HERITAGE CLASS LEVEL EQUIPMENT IMMEDIATELY AT HAND

PORTRAIT

BACKGROUND ALIGNMENT

AGE
HGT
WGT
EYES
SKIN
HAIR

DESCRIPTION

PERSONALITY

IDEALS

BONDS

CP

SP

EP
FLAW

GP
PLAYER

PP

Other Valuables
CHARACTER NAME RACE/HERITAGE CLASS LEVEL
HIT Total
POINTS Damage Taken

INSPIRATION PROFICIENCY INITIATIVE SPEED

HIT DICE

DEATH SAVES
AC
Armor Worn

AC with shield

WEAPON / ATTACK TO HIT DAMAGE PROPERTIES

SAVING THROWS
ANIMAL HANDLING PERCEPTION
INSIGHT SURVIVAL
MEDICINE

PASSIVE WISDOM (PERCEPTION)

SAVING THROWS
DECEPTION PERSUASION
INTIMIDATION
PERFORMANCE

PROFICIENCIES / LANGUAGES
POSSESSIONS STORED/CACHED BANKED NOTES

Name
Name
ELSEWHERE
Name NOTES NOTES

Name
SPELLS SPELLS

Name

Name
SPELLCASTING CLASS SPELLCASTING CLASS

GOVERNING SPELL SAVE SPELL ATTACK NOTES / SPECIAL EFFECTS / CONDITIONS GOVERNING SPELL SAVE SPELL ATTACK NOTES / SPECIAL EFFECTS / CONDITIONS
ABILITY DC BONUS ABILITY DC BONUS

CANTRIPS KNOWN SPELL TOTAL EXPENDED


LEVEL SLOTS SLOTS

SPELL TOTAL EXPENDED


LEVEL
1 SLOTS SLOTS
SPELLS SPELLS
Name

Name
SPELLCASTING CLASS SPELLCASTING CLASS

GOVERNING SPELL SAVE SPELL ATTACK NOTES / SPECIAL EFFECTS / CONDITIONS GOVERNING SPELL SAVE SPELL ATTACK NOTES / SPECIAL EFFECTS / CONDITIONS
ABILITY DC BONUS ABILITY DC BONUS

SPELL TOTAL EXPENDED SPELL TOTAL EXPENDED


LEVEL SLOTS SLOTS LEVEL SLOTS SLOTS
Name

Name
5th Edition Player Reference
GLOSSARY ABILITY SCORES ATTACK
Ability (also Skill Check) d20 roll to
CONDITIONS
These numbers represent your base abilities. 10 is Target Identify your target to the table.
Check attempt a challenging action. “average.” They are seldom used directly. Instead, they
AC Armor Class determine Modifiers (+ or -) you apply to your rolls. Attack Roll a d20. During an Attack roll,
1 always fails, and 20 always succeeds.
Take higher number of 2d20 Spells, traps, and monster attacks may effect The abbreviations refer to these Modifiers. PHB 173
Advantage creatures beyond mere damage. These Modify Add your modifiers. PHB 194
Area of STR Strength Ability to apply force to your
Effect
Critical (Crit)
The volume targeted by a spell.
Fail (1) or Hit (20) on an attack roll
ongoing effects are called Conditions. PHB 290
Blinded Creature cannot see. Attacks against
environment. Muscle.
DEX Dexterity Gross and fine motor skills. D20 ROLLS Armor If the modified result is ≥ target’s Armor
Class Class (AC) , the attack hits the target. ACTIONS IN COMBAT
gain and the creature’s own attacks have . Agility. Rolls of the 20-sided die determine success or Roll Damage Dice and add modifiers. Move your Speed, in 1 or more segments
d20 Roll of a die. 2d8 means, “the total
from rolling two 8-sided dice.”
Charmed Creature cannot harm the charmer.
The charmer has on any interaction with
CON Constitution Ability to overcome
harm & debility. Stamina.
failure. Characters with natural abilities, talents, or
magical aids have modifiers which increase the
Damage The target’s HP are reduced, factoring
resistances and vulnerabilities. 1 Action from the list below
1 minor free action: e.g., speak, open a door PHB 199
Damage Reduction in Hit Points. the creature.
INT Intelligence Ability to recall and
analyze information. Intellect.
odds of success. Negative modifiers like weakne-
sses, difficulties, or curses decrease the chances. Spell Many spells count as attacks. The caster 1 Bonus Action, if available to you
Difficulty Class. The number a Deafened Unable to hear, the creature fails Attack rolls d20 + Spellcasting Ability Modifier 1 Reaction, triggered on another’s turn
DC d20 roll must meet for success
at a given challenge.
any hearing check. WIS Wsurroundings.
isdom Awareness of your
Insight.
Initiative Roll At the beginning of combat,
each character rolls a d20 to determine their
+ Proficiency Bonus to hit vs AC. PHB 205
E.g., Longbow Range 150/600: PHB 195
Move a distance up to your Speed. PHB 181
Frightened The creature has on ability and
Disadvantage Take lower number of 2d20 attack rolls while source is visible, and won't
willingly move closer.
Charisma Influence over others and
CHA your own state of mind. Authority. turn order in the fight. Add DEX. PHB 189
Attack Melee, ranged, and spell attacks rely on
Ranged ! 0-150 ft Roll as normal.
! 151-600 ft roll with .
+ In addition to moving, perform
one of the following Actions:
DM/GM Dungeon Master/Game Master Attack ! 601 ft + Beyond reach of longbow. one or more times depending on
DMG
Healing
Dungeon Master’s Guide
Restoring Hit Points.
Grappled Creature’s speed becomes 0 until
condition ends. PHB 195 MOVEMENT&STRENGTH a d20 roll. See “Attack” this page for details.
Ability Check (Skill Check) The GM may ask a
player to roll to determine whether their
(If a foe is within 5 ft, roll with )
Protective Cover
Attack your abilities. (Melee, ranged, or
spell attack) PHB 192
Incapacitated Creature cannot act or react. You can walk your Speed in character can accomplish a task. Add relevant ½ Cover Grants +2 to AC and DEX saves Cast Spellwithcastingtimeof1round. PHB 192
HP Hit Points: remaining toughness feet per turn, or Dash to
Invisible The creature cannot be seen without Speed Ability and Proficiency modifiers. PHB 173 ¾ Cover Grants +5 to AC and DEX saves your modified Speed to double
Initiative The order in which characters’ magical senses. The creature’s attacks have and move 2×Speed (uses action). Dash
Order turns are taken during a round. Saving Throw (Save) In a dangerous situation, Full Cannot be directly targeted, but your total distance moved. PHB 192
attacks against have . Running: Strength feet the GM may require the player to roll a d20 to try
Initiative A d20+DEX roll to determine Jump, Long Cover might be hit by Area of Effect. PHB 196 roll attack vs. AorA*. if target
Paralyzed Creature is Incapacitated. It cannot move Standing: Strength feet ÷2 to avoid damage. Add relevant modifiers. PHB 179 Disarm has 2-hand grip. Larger
Roll the order of combat. or speak. Fails all STR and DEX rolls. Attacks STR mod+3 feet with a 10 foot Advantage & Disadvantage Improvised Weapons (uses Attack) combatant size gets . DMG 271
Striking an enemy within reach, against creature have . Attackers within 5 feet Jump, High Do 1d4 damage, range 20/60. If an improvised
Melee Attack run up; half that flatfooted Circumstances, skills, or the DM’s ruling may
usually 5 feet. who hit automatically land a critical hit. weapon resembles an actual weapon, the GM may from melee without inviting an
Jump calculator: bit.ly/5e-jump grant Advantage or Disadvantage on a rule it can be treated as such, including bonuses. Disengage Attack of Opportunity. PHB 192
MM Monster Manual Petrified The creature’s weight increases 10X. d20 roll. In this case, roll two d20 and use the
Creature is Incapacitated. Automatically fails STR Reach 1.5 × Height higher or lower result as appropriate. PHB 173 attacks for the turn. Attackers roll
Modifier Added to d20 rolls to account for
abilities, proficiencies, or penalties. and DEX rolls. Attacks against creature have .
Creature has resistance to all damage. Aging,
Carry Strength × 15 pounds
Push/Drag/Lift Strength × 30 pounds
Inspiration
Awarded by the GM, Inspiration allows a player
DAMAGE & HEALING Dodge at . Also gain
rolls for the turn. PHB 192
to any DEX
NPC Non-Player Character poison and disease are suspended. Hit Points The relative threat of imminent
Movement Hazards to confer on a d20 roll of their choice, First Aid Stabilize a 0 HP creature. PHB 197
PC Player Character Poisoned The creature has on attack and including another player’s. PHB 125 death or incapacity to a creature. PHB 196 At zero
PHB Player’s Handbook ability rolls. Creatures may move freely HP a character is unconscious. PHB 197 Seize a creature. Roll Athletics vs.
Opportunity Rolling & Modifying Grapple target’s AorA*. To Escape: win AorA*
Prone The creature must crawl to move at 2 feet Attack past allies, but moving past or Hit Dice represent toughness and daily ability to (uses Attack) contest vs. grappler’s Athletics. PHB 195
Proficiency Additional bonus to a weapon or away from an enemy may The number on the face of the die is the “natural”
skill from experience or training. per foot or use ½ of Speed to stand. Creature has PHB 195 recover from harm. When you take a Short Rest, you
on attack rolls. Attackers within 5 feet have , trigger an Opportunity Attack. result to which modifiers are applied. For clarity, can spend Hit Dice to recover hit points. PHB 12 an ally with an action or attack,
Ranged Striking an enemy at a distance report the result as “16 plus 3 is 19” or as “modified Help granting them on a roll. PHB 192
others have . Falling 1d6 bludgeoning damage per Armor Class indicates how difficult a creature is to
Attack with a weapon or spell. PHB 183 10 feet fallen, max 20d6. 19” so the table knows you’ve included the
6 seconds of game time. Consists Restrained The creature’s speed is 0. Its attacks modifiers. If you roll a natural 1 or 20 during an hit due to armor, dodging and parrying skills, and Hide by making a Stealth check. PHB 177
Round have and attacks against it have . Difficult Terrain Requires one extra foot of attack, announce this “critical” miss or hit. PHB 7 other factors. Higher numbers are better. PHB 145 a specific action to execute when
of a Turn for all combatants. PHB 190 movement per foot moved. Ready
Saving Stunned The creature is Incapacitated, can’t Damage Rolls determine how much damage an you perceive a stated ‘trigger.’ PHB 193
COMBAT ROUNDS
d20 roll to avoid unforeseen
Throw harm or certain magical attacks. move, and speech is faltering. Fails all STR and Move through spaces for one attack inflicts. More-deadly attacks use more or for an item. May require a Percept-
Squeezing size lower. Costs one extra foot larger dice. Critical hits (20s) roll double dice. PHB 196 Search
DEX rolls. Attacks on it have . PHB 192 ion or Investigation check. PHB 193
STR DEX CON Ability modifiers. May be added per foot moved. Battles and other time-sensitive activities occur in
INT WIS CHA to d20 rolls for Ability Checks. Unconscious The creature is Incapacitated, Healing is the recovery of Hit Points accomplished
Rounds. A Round represents 6 seconds of game through rest, spells, or potions. PHB 197 Shove Athletics vs. AorA* to push creature
drops what it’s holding and falls prone. Fails all (uses Attack) 5 ft away or knock Prone. PHB 195
Speed Walking speed. The distance in STR and DEX rolls. Attacks on it have . time. During a Round, each combatant gets a Turn
feet a creature moves in a Turn. to move and act. Each Round’s Turns occur Short Rest is an hour rest during which characters
Attackers within 5 feet who hit get a critical hit. can heal by applying remaining Hit Dice. PHB 186 an item for some purpose. This
simultaneously in the game world, but are Use may require a roll. PHB 193
Spell Attack Using magic to deal damage to Other Conditions
an enemy adjacent or at range. resolved in Initiative Order by the players. PHB 189 Long Rest Once per day, 8-hour rest when the
character heals: all Hit Points restored, and ½ max Optional Climb Bigger Creature, Disarm, Mark,
A creature’s opportunity to Suffocation A creature can hold its breath for Surprised combatants cannot act in Move Rules Overrun, Shove Aside, Tumble DMG 271
number of Hit Dice are restored (minimum 1). PHB 186
Turn move and act during a Round. 1+CON minutes (30 sec min). Once out of breath, it
survives for 1+CON rounds before it drops to 0 HP. LIGHT & VISION Surprise the first round of combat. PHB 189
Instant Death If a hit reduces a PC below 0 HP to *AorA Roller’s choice: Athletics or Acrobatics.
Exhaustion has six levels with cumulative effects:
1 on all Ability Checks
Bright See normally
Combatants roll a d20 DEX check to
Initiative determine order of turns in a round.
Add relevant modifier(s). PHB 189
-1 × max hit points, they suffer instant death. PHB 197
Death Saving Throw When a character starts a
+ In addition to your Action, you may:
2 Speed reduced to half Lightly Dim light or light fog. Sight additional distance, if you have
Obscured checks have . turn with 0 HP, they make an unmodified saving Move
3 on Saving Throws and Attack rolls Round Begins throw of DC 10. 3 fails before 3 successes is fatal, remaining Speed. PHB 181
4 Hit point maximum halved Heavily Darkness of night or heavy fog. All combatants take their turns 3 successes renders them Stable at 0 HP. PHB 197 Bonus Action Take one if available. PHB 189
MONEY & EXPENSES 5 Speed reduced to 0
6 Death More on Exhaustion: PHB 185
Obscured
Darkvision
Creatures are effectively Blinded.
See in Darkness as Dim Light (grays).
Turns in initiative order. PHB 189 Temporary Hit Points are conferred by some
abilities and magic, and are always lost first. PHB 198 Reaction
Taken instantly, even out of turn.
Coins Lifestyle Cost/Day Repeat Repeat rounds until victory, Triggered by an event. PHB 190
Truesight Reveals mundane & magical darkness, defeat, parley or retreat. Knockout When reducing a creature to 0 HP, a
copper
Wretched
0.01 gp Squalid

1 sp SPELL COMPONENTS illusions, invisibility, & Ethereal Plane.
Blindsight Sense surroundings without vision.
melee attacker may elect to render it
Unconscious rather than kill it. PHB 198 Fighting
With a light melee weapon in each
Two-Weapon hand, use Bonus Action to attack
with 2nd weapon. No ability mod
silver 00.1 gp Poor 2 sp
Tremorsense Sense origins of surface vibrations.
Modest 1 gp (V) Verbal Caster must be able to speak. bonus to 2nd weapon damage. PHB 195
gold 1 gp Comfortable 2 gp
platinum 10 gp Wealthy 4 gp
(S) Somatic Caster must be able to move a hand. More on Light at PHB 183
Attacks against an unseen target are made at .
CONCENTRATION Some spells require Concentration to maintain effect. If the caster takes
Damage during concentration, they must make a Saving Throw (DC 10
Aristocratic 10 gp + (M) Material Caster must possess materials, or Attacking a target who can’t see you grants . PHB 203 or half the damage, whichever is higher) in order to maintain the spell.
A character needs 1 lb of food and 1 gallon of water PHB 203 can use Focus if components are
0 gp and not consumed in casting.
per day, or they will begin to suffer Exhaustion. PHB 185
DAMAGE TYPES Bludgeoning Blunt force.
Cold Ice or magical chill.
Lightning Electrical shock.
Necrotic Withering curse.
Psychic Mental anguish.
Radiant Divine light.
Immunity: No damage
Resistance: ½ damage
Fire Intense heat. Piercing Puncture wounds. Slashing Cutting wounds. Vulnerability: 2 × damage
Acid Corrosive compounds. Force Magical wallop. Poison Toxins and venom. Thunder Concussive impact. PHB 197
D&D, Player’s Handbook, Monster Manual and Dungeon Master’s Guide are trademarks of Wizards of the Coast. Version 1.9 cryptocartographer.net D&D, Player’s Handbook, Monster Manual and Dungeon Master’s Guide are trademarks of Wizards of the Coast. Version 1.9 cryptocartographer.net
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