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Name:

Player:

   

Class and Levels:

Background:

                     
                     

Race:

Height:

Gender:

Age:

Size:

Weight:

                     

LEVEL

                     
 

Hair:

Eyes:

Skin:

                     
 

Faith:

Alignment:

                     
 

Abilities

             

Skills

 

ABILITY

STR

STRENGTH

DEX

DEXTERITY

CON

MODIFIER

SAVING THROW

PROF.

BONUS

 

SKILLS

 

Jack of All Trades

NOTES / TOOLS

 
 

Acrobatics (DEX)

PROF

EXP

 

Animal Handling (WIS)

PROF

EXP

 

Arcana (INT)

 

PROF

EXP

 

Athletics (STR)

 

PROF

EXP

 

Deception (CHA)

PROF

EXP

 

History (INT)

 

PROF

EXP

SAVING THROWS

CONSTITUTION

I

NT

Proficiency

Bonus

Insight (WIS)

 

PROF

EXP

Intimidation (CHA)

PROF

EXP

INTELLIGENCE

 

Investigation (INT)

PROF

EXP

WIS

WISDOM

CHA

CHARISMA

INSPIRATION

SAVING THROW ADVANTAGES / DISADVANTAGES

Medicine (WIS)

PR0F

EXP

Nature (INT)

 

PROF

EXP

Perception (WIS)

PROF

EXP

Performance (CHA)

PROF

EXP

 

Persuasion (CHA)

PROF

EXP

Limited Features

Ability save DC

= 8+

PROFIENCY

BONUS

+

MODIFIER

 

Religion (INT)

 

PROF

EXP

 

Sleight of Hand (DEX)

PROF

EXP

 

MAX.

MAX.

 

FEATURE

USAGES

USED

FEATURE

USAGES

USED

Stealth (DEX)

Survival (WIS)

 

PROF

PROF

EXP

EXP

 
             

VISION

             

Passive Perception

                     
                         

SPEED

 
           

DEX

MISC.

SPEED

   

ENCUMBERED

 

Combat

Initiative

+

 
       

Defense

AC

MAGIC

Health

                     
 

AC

+

+

+

ARMOR

BONUS

SHIELD

BONUS

DEXTERITY

MOD

MEDIUM ARMOR (MAX = 2)

HEAVY ARMOR (MOD = 0)

+

2 +

MAGIC

STEALTH

DISADV.

RESISTANCE

       

CURRENT MAX HP

WOUNDS

         
         
   

TEMP.

   
 

HP

       
 

+

MAGIC

MISC

MOD 1

 

MAX HIT POINTS

 

D

D

+

+

 

I

II

DC10

I

II

 

+

MISC

MOD 2

HALF DAMAGE

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

HIT

DICE

LEVEL

D

DIE

+

CON

USED

 

D

E

A

T

H

III

S

A

V

W

O

R

H

T

G

N

I

S

III

Attacks

ATTACKS

Bonus Actions

   

Reactions

           
 

PER

ACTION

                 

PROF.

WEAPON

TO HIT

DAMAGE

DAMAGE TYPE

RANGE / PROPERTIES

MAXIMUM OF 1 BONUS ACTION PER TURN.

   

MAXIMUM OF 1 REACTION PER TURN.

       

Combat Actions

                 

SPEC.

ATT.

                         

DASH: You gain your Speed as an extra movement this turn.

             

SPEC.

ATT.

DISENGAGE: Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.

DODGE: Disadvantage on Attack Rolls against you and Advantage on DEX Saving Throws.

     

AMMUNITION

HELP: Ally has Advantage on the next Ability Check or Attack Roll it makes vs. a creature within 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

             

PERSONALITY TRAIT

             

Background

   

Racial Traits

             
 
 

IDEAL

 

BOND

Class Features

             

Armor:

Weapons:

Light

Simple

Medium

Martial

Heavy

Other:

SShields

Background Feature

 

FLAW

                     

Feats

   
 

FEAT:

 
 

FEAT:

 
 

FEAT:

 
 

FEAT:

 
 

FEAT:

 
                   

Equipment

   
 

ADVENTURING GEAR

     

#

WHT.

ADVENTURING GEAR

   

#

WHT.

 
 
 
 
 
 
 
 
 
 
 
 
                     

Languages

             

ATTUNED MAGICAL ITEMS (MAX 3)

       
             
     
             

SUBTOTAL

       

SUBTOTAL

     

ENCUMBERED

ENCUMBERED

   

PUSH/DRAG/LIFT

 

TOTAL WEIGHT

 
                     

DISADVANTAGE WITH:

CHECKS, ATTACKS, SAVES THAT USE STR, DEX, CON

   

Experience

             

-10 FT. SPEED

 

-20 FT. SPEED

       

SPEED = 5 FT.

 

GEAR & COINS

 
             

PLATINUM

PIECES

GOLD

PIECES

ELECTRUM

PIECES

SILVER

PIECES

COPPER

PIECES

LIFESTYLE:

TOTAL EXPERIENCE

0 Lev 1

300

Lev 2

14.000

23.000

Lev 6

Lev 7

85.000 Lev 11

100.000

Lev 12

195.000

225.000

Lev 16

Lev 17

 

1 PP = 10 GP

1 GP = 10 SP

GEMS AND OTHER VALUABLES:

1 EP = 5 SP

1 SP = 10 CP

DAILY PRICE:

900

Lev 3

34.000

Lev 8

120.000

Lev 13

265.000

Lev 18

 
     

2.700

6.500

Lev 4

Lev 5

48.000

64.000

Lev 9

Lev 10

140.000

165.000

Lev 14

Lev 15

305.000

355.000

Lev 19

Lev 20

 

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

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