CHARACTER NAME
BACKGROUND
CLASS LEVEL
EXPERIENCE
SUBCLASS RACE
ABILITY NAME
ABILITY SCORE
STR
SIZE
ABILITIES ABILITY MODIFIER
TEMP MODIFIER
AGE SAVING THROW
HEIGHT
WEIGHT
SAVING THROWS ABILITY MODIFIER
=
DEXTERITY
=
+
+
CONSTITUTION
=
+
+
INTELLIGENCE
=
+
+
DEX
CON INT
WIS
=
WISDOM
CHA
MAX
TEMPORARY
AC
ARMOR CLASS
TOTAL
=
ARMOR
ARMOR
HIT DICE
REMAINING
+
SHIELD
+
DEXTERITY MODIFIER
ARMOR
ARMOR TYPE
MODIFIER
TOTAL
ATTACKS
PER ATTACK ACTION
TOTAL
ATTACK 1
ARMOR
=
=
DEXTERITY MODIFIER
STANDARD
+
+
EXTRA ATTACKS BONUS
STR
DECEPTION
CHA
INSIGHT
WIS
INT
INTIMIDATION
NATURE
PERCEPTION
WIS
INT
MEDICINE
WIS
INT
INT
WIS
WIS
CHA CHA
RELIGION
INT
DEX
SURVIVAL
WIS
STEALTH
CHA
CHA
INT
SLEIGHT OF HAND STEALTH
CHA
INT
WIS _____________
CHA
INT
CHA
INVESTIGATION
DEATH ROLLS
INT
STR
HISTORY
PASS
WIS
INT
ATHLETICS
○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
DEX
DEX
DEX
DEX
WIS
SKILL MODIFIER
= = = = = = = = = = = = = = = = = =
PROFICIENCIES
PROFICIENCY BONUS
ABILITY MODIFIER
+ + + + + + + + + + + + + + + + + +
PROFICIENCY BONUS
TOOLS
+ + + + + + + + + + + + + + + + + +
OTHER MODIFIER
LANGUAGES
WEAPONS
WEIGHT
PROPERTIES
INSPIRATION
NORMAL
PASSIVE
TOTAL DAMAGE
=
BASE
+
+
PERCEPTION SKILL
ARMOR OTHER
TYPE
EQUIPMENT WORN
HEAD
HEADBAND, HAT, HELMET, OR PHYLACTERY
ATTACK 2
BONUS
DAMAGE
TYPE
ATTACK 3
NECK
AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB BONUS
DAMAGE
BONUS
DAMAGE
SHOULDERS
CLOAK, CAPE OR MANTLE
TYPE
PROPERTIES
RINGS
RIGHT HAND
RINGS
LEFT HAND
ATTACK 5
BONUS
RANGE
DAMAGE
CURRENT ENCUMBERED
BONUS
DAMAGE PROPERTIES
ARMS / WRISTS
BRACERS OR BRACELETS
BODY
ROBE OR SUIT OF ARMOR
TYPE
TORSO
VEST, VESTMENT, OR SHIRT
WAIST
BELT OR GIRDLE
FEET
BOOTS, SHOES, OR SLIPPERS
CARRYING CAPACITY
TYPE
PROPERTIES
ATTACK 6
HANDS
GLOVES OR GAUNTLETS
TYPE
PROPERTIES
ATTACK 4
EYES
EYE LENSES OR GOGGLES
PROPERTIES
RANGE
AMMUNITION
WIS
PERSUASION
PROPERTIES
RANGE
RANGE
DEX
ARCANA
DAMAGE REDUCTION
STRENGTH
PERCEPTION
RANGE
AMMUNITION
DEX MOD
ACROBATICS
PERFORMANCE FAIL
DAMAGE RESISTANCE
ABILITY PROFICIENT
ANIMAL HANDLING
+
USED HIT DICE
SPEED
OTHER
RANGE
AMMUNITION
WEIGHT
+
SKILL NAME
HAIR
SKILLS
ACTIONS
INITIATIVE
AMMUNITION
OTHER
+
EYES
PROPERTIES
SHIELD
AMMUNITION
+
TOTAL
OTHER MODIFIER
v1.53
RELIGION / PATRON / DEITY
SKIN
+
___d6 ___d8 ___d10 ___d12
HD
HIT POINTS
+
=
HEALTH & ARMOR
HP
AMMUNITION
+
PROFICIENCY BONUS
STRENGTH
CHARISMA
PLAYER NAME
ALIGNMENT
GENDER
TEMP SCORE
NEXT LEVEL
SPEED -10 FEET
E
NCUMBERED HEAVILY SPEED -20 FEET DISADV. ON STR, DEX, CON CHECKS, ATTACKS & SAVES
PUSH, DRAG, LIFT
PUSH OR DRAG ABOVE 15xSTR SPEED DROPS TO 5 FT
COINAGE PLATINUM (PP)
1 PLATINUM = 10 GOLD
GOLD (GP)
1 GOLD = 2 ELECTRUM
ELECTRUM (EP)
1 ELECTRUM = 5 SILVER
SILVER (SP)
1 SILVER = 10 COPPER
COPPER (CP)
CARRYING
TOTAL
GEAR
POSSESSIONS ON PERSON
RACE, BACKGROUND, CLASS & FEATS
ITEM
QTY
LOCATION
WEIGHT
ATTUNED MAGICAL ITEMS
QTY
LOCATION
WEIGHT
POSSESSIONS NOT ON PERSON
ITEM
CHARACTER NOTES
HERO POINTS
HONOR:
GEMSTONES
REMAINING
TOTAL WEIGHT CARRIED QTY
LOCATION
Carrying ______ coins ( ____ lb)
WEIGHT
TOTAL WEIGHT
PERSONALITY TRAITS
SANITY:
IDEAL
BOND ART OBJECTS
FLAW
SPELLCASTING CLASS
LEVEL
SUBCLASS
■ PREPARED □ CANTRIPS
NOT PREPARED
ᴿ
RITUAL
ᶜᵒᶰ
SPELL LIST
CONCENTRATION
CASTING
RANGE
ᴴ
ABILITY
ABILITY BONUS PREPARED / KNOWN
HIGHER LEVEL
DURATION
ᵈ
DOMAIN SPELL
SPELL SAVE DC
ᵒ
OATH SPELL
COMPONENTS
TYPE
DETAILS
1st
SPELL SLOTS
ᶜ
SPELLS USED
SORCERY POINT COST
SORCERY POINTS CIRCLE SPELL
ᵐ
MASTERY
2
ˢ
2nd
3rd
4th
5th
3
5
6
7
USED
6th
7th
8th
9th
└────── MYSTIC ARCANUM ──────┘
SPELL RECOVERY LEVELS
USED
SIGNATURE
REF
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LEVEL 1
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 2
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □
LEVEL 3
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
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□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □
LEVEL 4
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □
LEVEL 5
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □
LEVEL 6
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
□ □ □ □ □ □ □ □ □ □ □ □ □ □ □
LEVEL 7
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
□ □ □ □ □ □ □ □ □ □
LEVEL 8
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
□ □ □ □ □ □ □ □ □ □
LEVEL 9
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
CHARACTER PORTRAIT
FAMILIAR OR ANIMAL COMPANION NAME ARMOR CLASS
TYPE HIT POINTS
STRENGTH
SENSES
EXHAUSTION
CURRENT LEVEL
1
Disadvantage on ability checks
3
Disadvantage on attack rolls and saving throws
2 4 5 6
FACTION:
CONSTITUTION
INTELLIGENCE
SKILLS
TRAITS
LEVEL EFFECT (CUMULATIVE)
DEXTERITY
SIZE
ATTACKS
CHARACTER BACKSTORY
RANK:
ALLIES & ORGANIZATIONS RENOWN:
Speed halved
Hit point maximum halved Speed reduced to 0 Death
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. BLINDED
CONDITIONS
• You can’t see and automatically fails any ability check that requires sight. • Attack rolls against you have advantage, and your attack rolls have disadvantage.
CHARMED
• The charmer has advantage on any ability check to interact socially with you. • You can't attack the charmer or target the charmer with harmful abilities or magical effects.
DEAFENED
• You can’t hear and automatically fails any ability check that requires hearing.
FRIGHTENED
• You have disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • You can’t willingly move closer to the source of its fear.
GRAPPLED
• Your speed becomes 0, and you can't benefit from any bonus to your speed. • The condition ends if the grappler is incapacitated . • The condition ends if an effect removes you from the reach of the grappler or grappling effect, such as if you are hurled away by the thunderwave spell.
INCAPACITATED
• You can’t take actions or reactions.
INVISIBLE
• You are impossible to see without the aid of magic or a special sense. For the purpose of hiding, you are heavily obscured. Your location can be detected by any noise you make or any tracks you leave. • Attack rolls against you have disadvantage, and your attack rolls have advantage.
PARALYZED
• You are incapacitated and can’t move or speak. • You automatically fails Strength & Dexterity saving throws. • Attack rolls against you have advantage. • Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
PETRIFIED
• You are transformed, along with any nonmagical objects you are wearing or carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease to age. • You are incapacitated , can’t move or speak, and are unaware of your surroundings. • Attack rolls against you have advantage. • You automatically fail Strength & Dexterity saving throws. • You have resistance to all damage. • You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
POISONED
• You have disadvantage on attack rolls and ability checks.
PRONE
• Your only movement is to crawl, unless you stand up and thereby end the condition. • You have disadvantage on attack rolls. • An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
RESTRAINED
• Your speed becomes 0, and you can't benefit from any bonus to your speed. • Attack rolls against you have advantage, and your attack rolls have disadvantage. • You have disadvantage on Dexterity saving throws.
STUNNED
• You are incapacitated , can't move, and can speak only falteringly. • You automatically fail Strength and Dexterity saving throws. • Attack rolls against you have advantage.
UNCONSCIOUS
• You are incapacitated , can't move or speak, and are unaware of your surroundings • You drop whatever you are holding and fall prone. • You automatically fail Strength and Dexterity saving throws. • Attack rolls against you have advantage. • Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
ADVENTURE NOTES
DEFEATED ENEMIES:
SPEED WISDOM
CHARISMA
ADVENTURE NOTES