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CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME
RACE SPEED ALIGNMENT EXPERIENCE POINTS

SAVING THROWS HIT POINTS HIT DICE


Strength
STRENGTH
Dexterity
Constitution
Intelligence
Wisdom ARMOR
CLASS
Charisma
CURRENT / TOTAL

STRENGTH MAXIMUM
DEXTERITY
Athletics
DEATH SAVES
DEXTERITY SUCCESSES
Acrobatics PROFICIENCY TEMPORARY
FAILURES
BONUS HIT POINTS OTHER PROFICIENCIES
Sleight of Hand
Stealth
NAME RANGE

CONSTITUTION INTELLIGENCE
Arcana
History
Investigation ATK BONUS DAMAGE TYPE / WEIGHT
Nature
Religion

WISDOM
INTELLIGENCE
Animal Handling
Insight
Medicine
Perception
Survival

CHARISMA
WISDOM Deception
Intimidation
Performance
Persuasion

SKILLS

CHARISMA PASSIVE PERCEPTION

INSPIRATION

INITIATIVE

ARMOR AMMUNITION

NAME AC WEIGHT
SHIELD

ADDITIONAL ITEMS

CLASS RESOURCE CURRENT / MAXIMUM


PP
FEATURES & TRAITS

GP

SP

CP
EQUIPMENT LANGUAGES

Logo and Ampersand TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/
AGE HEIGHT WEIGHT

CHARACTER NAME
EYES SKIN HAIR

PERSONALITY TRAITS

IDEALS
CHARACTER APPEARANCE

BONDS

CHARACTER BACKSTORY FLAWS

ADDITIONAL EQUIPMENT NOTES

Logo and Ampersand TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/
SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK MODIFIER PREPARED SPELLS
8 + PROFICIENCY BONUS + PROFICIENCY BONUS + SPELLCASTING ABILITY MODIFIER +
SPELLCASTING ABILITY MODIFIER SPELLCASTING ABILITY MODIFIER SPELLCASTING CLASS LEVEL
SPELLCASTING CLASS (1/2 ROUND DOWN IF PALADIN)
(MINIMUM ONE SPELL)

0 CANTRIPS 3 6

SPELL NAME PAGE

SLOTS TOTAL SLOTS EXPENDED

1
EPAR
7
PR

ED

Logo and Ampersand TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/
AREA OF EFFECT
POINT OF ORIGIN

PLAYER REFERENCE
LINE SPHERE CUBE CYLINDER CONE

COMBAT ACTIONS IN COMBAT (pg. 192) SKILLS (pg. 174)


RANGED ATTACKS (pg. 195) Attack STRENGTH
Your attack roll has disadvantage when your target is Cast Spell ATHLETICS - Covers difficult situations you encounter while
beyond normal range, and you can not attack a target Dash (additional movement up to your current speed) climbing, jumping, or swimming.
beyond the long range Disengage (prevents opportunity attacks) DEXTERITY
RANGED ATTACKS IN CLOSE QUARTERS (pg. 195) Dodge (Hostile has disadvantage. Dexterity save has advantage) ACROBATICS - Covers your attempt to stay on your feet in a
When you make a ranged attack with a weapon, a spell, or Help (give target advantage on next Check or Attack) tricky situation, such as when you’re trying to run across a sheet
some other means, you have disadvantage on the attack Hide (Stealth Check for success)
of ice, balance on a tightrope, or stay upright on a rocking ship’s
roll if you are within 5 feet of a hostile creature who can Ready (decide trigger & reaction / hold spell before casting)
see you and who is not incapacitated deck.
Search (Perception or Investigation check)
MELEE ATTACKS (pg. 195) SLEIGHT OF HAND - When you attempt an act of legerdemain
Use Object
Combat within a 5-foot reach or manual trickery, such as planting something on someone else
Improvise an unlisted action
Unarmed Strike: 1 bludgeoning damage (pg. 149) Take Bonus Action if available or concealing an object on your person. When you lift a coin
OPPORTUNITY ATTACK (pg. 195) purse off another person or slip something out of another
REACTION: A hostile creature moves out of your reach person’s pocket.
without disengaging. Gain interrupting attack STEALTH - When you attempt to conceal yourself from enemies,
TWO-WEAPON FIGHTING (pg. 195)
CONDITIONS (pg. 290) slink past guard, slip away without being noticed, or sneak up
2 light weapon attacks, one as action; other as bonus BLINDED - Auto-fail sight-dependant checks, disadvantage to on someone without being seen or heard.
your attacks, hostile has advantage
action. Thrown weapons can be thrown. Only negative
CHARMED - Cannot hurt / attack charmer, charmer has
INTELLIGENCE
modifiers apply to bonus attack ARCANA - Measures your ability to recall lore about spells,
GRAPPLING (pg. 195) advantage to social ability checks
DEAFENED - Auto-fail hearing-dependant checks magic items, eldritch symbols, magical traditions, the planes of
Attacker Athletics vs. Target Athletics or Acrobatics (target existence, and the inhabitants of those planes.
choice). See Grappled Condition FRIGHTENED - Disadvantage to checks/attacks while source of
fear is in line of sight. Can’t move closer to source of fear HISTORY - Measures your ability to recall lore about historical
SHOVING A CREATURE (pg. 195) events, legendary people, ancient kingdoms, past disputes,
Attacker Athletics vs. Target Athletics or Acrobatics (target GRAPPLED - Speed 0, no bonus. Ends when grappler
incapacitated or when moved out of reach of grappler from an recent wars, and lost civilizations.
choice). Knock the target prone or push it 5 feet away INVESTIGATION - When you look around for clues and make
effect
INCAPACITATED - No actions / reactions deductions based on those clues. You might deduce the location
INVISIBLE - Hiding = Heavily Obscured, still makes noise and of a hidden object, discern from the appearance of a wound
SPELL CASTING (pg. 201) tracks. You attack with advantage, hostile has disadvantage what kind of weapon dealt it, or determine the weakest point in
SPELLCASTING FOCUS PARALYZED - Incapacitated. Auto-fail DEX & STR saves. Hostile a tunnel that could cause it to collapse. Poring through ancient
An item such as a crystal, an orb, a rod or wand, or holy has advantage. All damage from within 5 ft. critical scrolls in search of a hidden fragment of knowledge.
symbol. Can be used in place of costless material PETRIFIED - Your weight increases x10, incapacitated, unaware NATURE - Measures your ability to recall lore about terrain,
components. Holy symbol must be held or worn visibly of surroundings. Hostile has advantage. Auto-fail DEX and STR plants and animals, the weather, and natural cycles.
(for example, a shield) saves, resist all damage / poison / disease RELIGION - Measures your ability to recall lore about deities,
CASTING IN ARMOR POISONED - Attacks & ability checks have disadvantage rites and prayers, religious hirarchies, holy symbols, and the
Must be proficient in armor type worn PRONE - Can only crawl (1/2 speed), unless stands. Standing practices of secret cults.
ATTACK ROLLS costs half of movement speed for round. You attack with
WISDOM
d20 + spellcasting ability modifier+ proficiency bonus disadvantage. Hostile has advantage within 5 ft.; over 5 ft., has
ANIMAL HANDLING - When there is any question whether you
Ranged attacks have disadvantage within 5 feet of hostile disadvantage
can calm down a domesticated animal, keep a mount from
who is not incapacitated RESTRAINED - Speed 0, no bonus. Your attacks & DEX saves
have disadvantage. Hostile has advantage getting spooked, or intuit an animal’s intentions. Check to
SAVING THROWS
DC = 8 + spellcasting ability modifier + proficiency bonus STUNNED - Incapacitated. Hostile has advantage. Auto-fail DEX / control your mount when you attempt a tricky maneuver.
+ special modifiers STR saves INSIGHT - Whether you can determine the true intentions of a
TARGETS UNCONSCIOUS - Incapacitated & prone. Auto-fail DEX & STR creature, such as searching out a lie or predicting someone’s
A CLEAR PATH TO TARGET - Cannot be behind total cover. saves. Hostile has advantage. All damage from within 5 ft. critical next move. Doing so includes gleaning clues from body
Area effect begins on near side of obstruction language, speech habits, and changes in mannerisms.
TARGETING YOURSELF - If spell is target of choice, it can MEDICINE - Try to stabilize a dying companion or diagnose an
be caster, unless specified hostile or not caster (see spell illness.
description). Area of Effect can also target caster
MOVEMENT (pg. 182)
PERCEPTION - Lets you spot, hear, or otherwise detect the
DIFFICULT TERRAIN presence of something. It measures your general awareness of
COMPONENTS
1 foot = 2 feet of movement
VERBAL (V) - Caster gagged or in area of silence can not your surroundings and the keenness of your senses. For
CLIMBING, SWIMMING, CRAWLING
cast a spell with verbal component example, you might try to hear a conversation through a closed
1 extra foot of movement
SOMATIC (S) - Caster must have one free hand to perform door, eavesdrop under an open window, or hear monsters
LONG JUMP
gestures for somatic component moving stealthily in the forest. Or you might try to spot things
Run 10 ft.; distance = up to Strength score
MATERIAL (M) - Caster can use component pouch or that are obscured or easy to miss, whether they are orcs lying in
Standing; 1/2 Strength score
spellcasting focus. Must have specific component to cast ambush on a road, thugs hiding in the shadows of an alley, or
HIGH JUMP
spell, even if consumed by spell. Must have one hand free candlelight under a closed secret door.
Run 10 ft.; 3 + Strength modifier
to access component SURVIVAL - Follow tracks, hunt wild game, guide your group
Standing; 1/2 that (extend arms to add 1.5x height)
DURATION through frozen wastelands, identify signs that owlbears live
INSTANTANEOUS - Can not be dispelled nearby, predict the weather, or avoid quicksand and other
CONCENTRATION - If concentration is lost, spell ends. End natural hazards.
concentration at any time, no action required. Moving & MISCELLANEOUS
attacking do not interfere with concentration. Casting HIDING (pg. 177) CHARISMA
another concentration spell. taking damage (DC = 10 or Stealth vs. Perception (actively looking) DECEPTION - Determines whether you can convincingly hide
1/2 damage amount, whichever is higher), being Stealth vs. Passive Perception (not looking) the truth, either verbally or through your actions. This deception
incapacitated or killed ends concentration Lightly Obscured = disadvantage on Perception check Heavily can encompass everything from misleading others through
COMBINING MAGICAL EFFECTS Obscured = Blindness (see condition) ambiguity to telling outright lies. Typical situations include trying
Effects of different spells add together and duration COVER (pg. 196) to fast-talk a guard, con a merchant, earn money through
overlaps. Effects of same spells cast do not combine. 1/2 cover = +2 AC and DEX saving throws gambling, pass yourself off in a disguise, dull someone’s
Highest bonus applies while durations overlap 3/4 cover = +5 AC and DEX saving throws suspicions with false assurances, or maintain a straight face
SPELLCASTING CLASSES Total cover = Can’t be targeted directly by attack or spell while telling a blatant lie.
‘KNOWN’ SPELL CLASSES - Arcane Trickster, Bard, Eldritch CRITICAL HIT (pg. 196) INTIMIDATION - When you attempt to influence someone
Knight, Paladin (Oath), Ranger, Sorcerer, Warlock Roll damage twice, then add modifiers through over threats, hostile actions, and physical violence.
‘PREPARED’ SPELL CLASSES - Cleric, Druid, Monk RESTING (pg. 186) Examples include trying to pry information out of a prisoner,
(Elemental), Paladin, Wizard Short = at least 1 hr; use Hit Dice to regain lost Hit Points Long convincing street thugs to back down from a confrontation, or
= 8 hr; regain all Hit Points, 1/2 max Hit Dice, all spell slots using the edge of a broken bottle to convince a sneering vizier
CARRYING CAPACITY to reconsider a decision.
EXHAUSTION (CUMULATIVE) Your carrying capacity is your Strength score multiplied by 15, PERFORMANCE - Determines how well you can delight an
LEVEL EFFECT weight in pounds.
audience with music, dance, acting, storytelling, or some other
PUSH, DRAG, OR LIFT
1 Disadvantage on Ability checks form of entertainment.
You can push, drag, or lift a weight in pounds up to twice your
2 Speed halved PERSUASION - When you attempt to influence someone or a
carrying capacity (or 30 times your Strength score) While
pushing or dragging weight in excess of your carrying capacity, group of people with tact, social graces, or good nature.
3 Disadvantage on attack rolls and saving throws Typically, you use persuasion when acting in good faith, to foster
your speed drops to 5 feet.
4 Hit Point maximum halved SIZE AND STRENGTH friendships, make cordial requests, or exhibit proper etiquette.
5 Speed reduced to 0 For each size category above Medium, double the creature’s Examples of persuading others include convincing a
carrying capacity. For a Tiny creature, halve. chamberlain to let your party see the king, negotiating peace
6 Death
between warring tribes, or inspiring a crowd of townsfolk.

Logo and Ampersand TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. 5e Character Sheet v1.5, created by /tg/

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