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Name:

Class and Levels:


Background:
Race:
Height:
Hair:

LEVEL

Player:
Age:
Faith:
Weight:
Eyes:

Alignment:
Gender:

Skills

Abilities
ABILITY

MODIFIER

SAVING THROW

SKILLS

PROF.
BONUS

STR

Animal Handling (WIS)

STRENGTH

Arcana (INT)

DEX

Athletics (STR)
Deception (CHA)

SAVING THROWS

DEXTERITY

CON
CONSTITUTION

INT
INTELIGENCE

WIS

History (INT)
Insight (WIS)

Proficiency
Bonus

Intimidation (CHA)
Investigation (INT)
Medicine (WIS)

INSPIRATION

WISDOM

Nature (INT)

IF YOU HAVE INSPIRATION, YOU

CHA

Perception (WIS)

CAN EXPEND IT WHEN YOU MAKE

ATTACK ROLL, SAVING THROW


OR SKILL CHECK AND IT GIVES YOU
ADVANTAGE ON THAT ROLL.

AN

CHARISMA

Performance (CHA)
Persuasion (CHA)

ABILITY

MAX.
USAGES

FEATURE

MODIFIER

SAVING TH.
DIFFICULTY

Limited Features

Religion (INT)

ROF.
+ BPONUS

= 8+

Sleight of Hand (DEX)


USAGES

RECOVERY

Stealth (DEX)

SR LR

10

15

20

25

SR LR

10

15

20

25

SR LR
SR LR

10

15

20

25

10

15

20

25

Survival (WIS)

Initiative

AC

MAGIC

2+

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

PROF

EXP

MISC.
MOD.

DEXTERITY
MOD

MAXIMUM OF 2 WITH MEDIUM ARMOR.


MOD = 0 WITH HEAVY ARMOR.

EXTRA
DAMAGE

SQUARES

II III

1D20
10 +

FAILURES
WOUNDS

HP
HIT POINTS

MISC
MOD 1

MAXIMUM HP HP/ LEVEL

MISC
MOD 2

HALF DAMAGE

ATTACKS
ACTION

PER

ATTACK

SQUARES

TEMP.

MAGIC

SPEED
ENCUMBERED

DR:

+
+

SPEED

II III

SUCCESSES

STEALTH
DISADVANTAGE

RESISTANCE

WEAPON

EXP

MAGIC

SHIELD
BONUS

PROF.

PROF

Health
ARMOR
CLASS

Weapons

EXP

VISION

DEX
MOD.

Defense

PROF

Passive Perception (10 + Perception)

Combat

AC

TOOLS

Acrobatics (DEX)

DAMAGE

DAMAGE TYPE REACH/ SPECIAL

AV.

HIT
DICE

Bonus Actions
MAXIMUM OF 1 BONUS ACTION PER TURN.

D
D
D
LEVEL

+
+
+
DICE

CON MOD

EXPENDED
RECOVER HALF OF YOUR MAXIMUM
HIT DICE AFTER A LONG REST.

Re
Reactions
MAXIMUM OF 1 REACTION PER TURN.

Opportunity Attack

D
D
D
D
D
D
SPEC.
ATT.

SPEC.
ATT.

AMMUNITION:

Combat Actions
DASH: You gain your Speed as an extra movement this turn.
DISENGAGE: Your movement doesnt provoke Opportunity Attacks for the rest of the turn.
DODGE: Disadvantage on Attack Rolls against you and Advantage on DEX Saving Throws.
HELP: A creature has Advantage on the next Ability Check or Attack Roll it makes VS a creature at 5 of you.
READY: You choose an action you will take in response to a trigger, using your Reaction.
HIDE/ SEARCH: You hide yourself or search for something.
USE AN OBJECT: You interact with an object (you can interact with an object once per turn for free).

Features

Background
PERSONALITY TRAIT:

Racial Traits

IDEAL:

BOND:

Class Features
Lig
Light
Simple
Si

Armor:
Weapons:

M
Medium
Ma
Martial

He
Heavy
avy
O
Other:

Shi
Shields

FLAW:

Feats
FEAT:

FEAT:

FEAT:

FEAT:

FEAT:

FEAT:

YOU CAN CHOOSE A FEAT INSTEAD OF YOUR ABILITY SCORE IMPROVEMENT FEATURE: PAGE 165 PHB

Equipment
ADVENTURING GEAR

WEIGHT

ADVENTURING GEAR

WEIGHT
PLATINUM
PIECES

Background Feature

1 PP = 10 GP

GOLD
PIECES

1 GP = 5 EP
1 GP = 10 SP

Languages
COMMON
DWARVISH
ELVISH
GIANT

GNOMISH
GOBLIN
HALFLING
ORC

ABYSSAL
CELESTIAL
DRACONIC
DEEP SPEECH

INFERNAL
PRIMORDIAL
SYLVAN
UNDERCOMMON

ELECTRUM
PIECES

SECRETS/ OTHER
DRUIDIC
THIEVES CANT
ATTUNED MAGICAL ITEMS (MAX 3)

1 EP = 5 SP

SILVER
PIECES

Experience
-10 SPEED

LAST
GAME

TOTAL EXPERIENCE

TOTAL WEIGHT LB.

EXPERIENCE NEEDED
0 Lev 1
300 Lev 2
900 Lev 3
2.700 Lev 4
6.500 Lev 5

14.000 Lev 6
23.000 Lev 7
34.000 Lev 8
48.000 Lev 9
64.000 Lev 10

85.000 Lev 11
100.000 Lev 12
120.000 Lev 13
140.000 Lev 14
165.000 Lev 15

195.000 Lev 16
225.000 Lev 17
265.000 Lev 18
305.000 Lev 19
355.000 Lev 20

STR X5 LB.
ENCUMBERED

STR X10 LB.


HEAVILY ENC.

-20 SPEED
DISADVANTAGE WITH:
-STR (CHK, ATT, ST)
-DEX (CHK, ATT, ST)
-CON (CHK, ST)

COPPER
PIECES

GEMS & SPELL COMPONENTS

LIFESTYLE:

1 SP = 10 CP

DAILY PRICE:
JAVIER AUMENTE - JAAUVEL@GMAIL.COM.

THE

MONTHLY PRICE (X30):


D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST