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Name:

Class:
Add:
Experience:
Background:
Size:
Race:
Gender:
Hair:
Age:
Alignment:

LEVEL

Next level:
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Skin:

Height:
Eyes:
Faith:

Skills

Abilities
ABILITY

Show extra features

Player:

ADV
DIS

Show 2nd DC

MODIFIER

SAVING THROW

Acrobatics (DEX)

Ability Save DC

PROF.
BONUS

STR

Animal Handling (WIS)


Arcana (INT)

PROFIENCY
BONUS

+ 8 +

STRENGTH

DEX

Athletics (STR)

Senses

DEXTERITY

Deception (CHA)

Proficiency
Bonus

Passive Perception

CON
CONSTITUTION

History (INT)
Insight (WIS)
Intimidation (CHA)

INSPIRATION

INT

Limited Features

INTELLIGENCE

WIS

FEATURE

PROF. EXP.

BONUS NAME (ABILITY)

SR

MAX. USAGES

RECOVERY

LR

Investigation (INT)
Medicine (WIS)

Dawn

Nature (INT)

USED

Perception (WIS)

WISDOM

Performance (CHA)

CHA

Persuasion (CHA)

CHARISMA

Religion (INT)
Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages

Stealth (DEX)
Survival (WIS)

Tool
DEX

Combat

Initiative

Defense

AC DURING REST

ARMOR
BONUS

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

STEALTH

CURRENT

RESISTANCE

HP

DISADV.

MAGIC

WOUNDS
TEMPORARY HP

SHIELD
BONUS
DEXTERITY
MOD

Set Max HP

Heal

MAX HIT POINTS

MISC
MOD 1
MISC
MOD 2

HALF DAMAGE

Attacks

ATTACKS
ACTION

PER

PROF ABILITY

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

RECOVER HALF OF YOUR MAXIMUM


HIT DICE AFTER A LONG REST.

HIT
DICE

Attack / Cast a Spell

LEVEL

Actions
MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION

PER

I
II
III

+
DIE

LIVE

DIE

CON

USED

DC10

I
II
III

DEATH SAVING THROWS

TURN.

Dash / Disengage / Dodge

Escape Grapple / Help / Hide


Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove

BONUS ACTIONS

TOTAL

TYPE
Reload

AMMUNITION

TOTAL

TYPE
Reload

AMMUNITION

REACTIONS
Opportunity Attack

USED THIS ROUND

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

WEAPON / DESCRIPTION

Health
+

AC

SPEED
ENCUMBERED

SPEED

MISC.

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Background

Features
PERSONALITY TRAITS

Racial Traits

IDEAL

BOND

Class Features

FLAW

Feats
FEAT:

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
LBS

LBS

ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
ARMOR:
WEAPONS:

LIGHT

MEDIUM

SIMPLE

Languages
Common

MARTIAL

HEAVY

SHIELDS

OTHER:

OTHER:

Tools & Others

E E

HEA

STR 5
-10 FT SPEED

PLATINUM
= 10 GP

GOLD
=10 SP

IL

E E

STR 10
-20 FT SPEED
DISADV. STR, DEX, CON
ELECTRUM
= 5 SP

SILVER

= 10 CP

AG

LI T
STR 15 - 30
SPEED = 5 FT

COPPER LIFESTYLE:

TOTAL WEIGHT

GEAR & COINS

DAILY PRICE:
GEMS AND OTHER VALUABLES:
DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

Background Feature

CHARACTER:

Possessions

Status
Exhaustion
EFFECT (CUMULATIVE)

Disadvantage on Ability Checks

Speed halved

Disadvantage on Attack Rolls and Saving Throws

Hit Point maximum halved

Speed reduced to 0

Death

FINISHING A LONG REST REDUCES


THE EXHAUSTION LEVEL BY 1,
PROVIDED THAT YOU ALSO INGESTED
SOME FOOD AND DRINK.

LEVEL

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

MAGIC ITEM:

ATTUNED

Conditions
Blinded

Fail checks involving sight; attacks have


disadvantage; enemy attacks have advantage.

Charmed

Cannot harm the charmer; charmer has


advantage on any social interaction.

Deafened

Fail checks involving hearing.

Petrified

Become incapacitated; become paralyzed; gain


resistance to all damage; stop aging; immune
to poison or disease; weight increase by a
factor of 10.

Poisoned

Ability checks have disadvantage; attacks have


disadvantage.

Prone

Frightened

Check and attacks have disadvantage when


source of fear is in sight; cannot willingly move
closer to the source of fear.

Only move by crawling or stand up; attacks


have disadvantage; enemy attacks have
advantage if within 5 ft or have disadvantage
otherwise.

Grappled

Restrained

Speed drops to 0; attacks have disadvantage;


enemy attacks have advantage; Dex saving
throws have disadvantage.

Speed drops to 0.

Incapacitated

Cannot take actions or reactions.

Stunned

Invisible

Cannot be seen (normally); attacks have


advantage; enemy attacks have disadvantage.

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage;
cannot move; can only speak falteringly.

Unconscious

Paralyzed

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage; enemy
attacks within 5 ft are critical hits; cannot
speak, move or take physical actions.

Become incapacitated; fall prone and drop


what is holding; fail Str and Dex saving
throws; enemy attacks have advantage; enemy
attacks within 5 ft are a critical hits.
Choose Visible Sections

Combat Rules

Extra Equipment
GEAR

Dash

Action

Disengage

Action

Dodge

Action

Escape Grapple

Action

Help

Action

Overrun
Ready
Search
Tumble
Use Object
Disarm

Grapple
Mark
Shove
Move Grappled

Action

# LBS

GEAR

# LBS

You gain your Speed as extra movement this turn.


Your movement doesnt provoke Opportunity Attacks for the
rest of the turn.
Disadvantage on Attack Rolls against you. You have Advantage
on DEX Saving Throws.
STR (Athletics) or DEX (Acrobatics) check vs. opponents STR
(Athletics) check to be free of the grappled condition.
You give an ally Advantage on the next Ability Check or Attack
Roll it makes vs. an opponent within 5 ft of you.
DEX (Stealth) check vs. opponents WIS (Perception) check.

Win opposing STR (Athletics) check to move through opponents


Action or
space once this turn. Advantage if you are larger than opponent
Bonus Action
and disadvantage if you are smaller than opponent.
You choose an action you will take in response to a trigger, using
Action
your Reaction. Readying a spell requires concentration.
Action

You search for something.

Action or
Win opposing DEX (Acrobatics) check to move through
Bonus Action opponents space once this turn.
You interact with an object.
Action
You can interact with an object once per turn for free.
Weapon attack roll vs. opponents STR (Athletics) or DEX
(Acrobatics) check to knock one item from its grasp. You have
disadvantage if opponent is holding item with two or more
Attack
hands. Opponents larger than you have advantage
disadvantage
Win STR (Athletics) check vs. opponents STR (Athletics) or DEX
(Acrobatics) check. Can only start grapple with opponents that
Attack
are up to one size category larger than yourself.
Together with a melee attack you can mark the target of that
attack. Until the end of your next turn, make one opportunity
Melee
attack against the marked target with advantage without
Attack
expanding your reaction.
Win opposing STR (Athletics) check to move opponent 5 ft back.
Attack
Disadvantage if trying to move the opponent to a side.
Bring grappled opponent along with you as part of your move
action, but can only move half speed unless the opponent is
Move
two or more size categories smaller than you.

TOTAL WEIGHT

Other Holdings

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

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

Magic Items

Background
Character History

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Character Portrait
Appearance

Enemies

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Organization Symbol

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

Allies & Organizations

Companion Options

Companion
ABILITY

MODIFIER

SAVING THROW

STR

PROF.
BONUS

Skills

DEX
DEXTERITY

CON

Medicine

ATTACK / DESCRIPTION

ATTACKS
ACTION

PER

PROF ABILITY

TO HIT

RANGE

DAMAGE

DAMAGE TYPE

Nature

Athletics

Performance

Deception

Persuasion

History

INT

Intimidation

INTELLIGENCE

Investigation

Survival

Insight

WIS

Age:

Perception

Religion
Sleight of
Hand
Stealth

CONSTITUTION

Gender:
Type:
Alignment:

Size:
Weight:

Attacks

Acrobatics
Animal
Handling
Arcana

STRENGTH

Name:
Race:
Height:

Initiative
Health

Defense

+
DEX

SPEED

MISC.

WISDOM
Set Max HP

CHA

WOUNDS

DC10

II

CURRENT

AC

LIVE

DIE
I

TEMPORARY HP

CHARISMA

Senses

Heal

II

III

HP

PASSIVE

PERCEPTION

III

DEATH SAVING THROWS

MAX HIT POINTS

HIT DICE

LEVEL

Features

+
DIE

CON

USED

Traits

Proficiency
Bonus

Notes Text Line Options

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

Notes

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

Notes
Notes Page Options

CHARACTER:

Wild Shape Options

MAX USAGES

Wild Shapes
Make a Selection
ABILITY

MODIFIER

SAVING THROW

PROF.
BONUS

STR

PROFICIENCY
BONUS

Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History

STRENGTH

DEX
DEXTERITY

CON

Type:

Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

HD:
Initiative

CR:

SPEED
WOUNDS

AC

TEMPORARY HP

CURRENT

HP

Traits & Features

CONSTITUTION

LIMITATIONS

Size:
Combat

Passive Perception

Insight
Intimidation
Investigation
Medicine
Nature
Perception

DURATION

MAX HIT POINTS

INT

ATTACK / DESCRIPTION

INTELLIGENCE

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

Make a Selection
ABILITY

MODIFIER

SAVING THROW

PROF.
BONUS

STR

PROFICIENCY
BONUS

Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History

STRENGTH

DEX
DEXTERITY

CON

Type:
Combat

Passive Perception
Insight
Intimidation
Investigation
Medicine
Nature
Perception

Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

Initiative

CR:

SPEED
WOUNDS

AC

TEMPORARY HP

CURRENT

HP

Traits & Features

CONSTITUTION

HD:

Size:

MAX HIT POINTS

INT

ATTACK / DESCRIPTION

INTELLIGENCE

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

Make a Selection
ABILITY

MODIFIER

SAVING THROW

PROF.
BONUS

STR

PROFICIENCY
BONUS

Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History

STRENGTH

DEX
DEXTERITY

CON

Type:
Combat

Passive Perception

Insight
Intimidation
Investigation
Medicine
Nature
Perception

Size:

Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

Initiative

CR:

SPEED
WOUNDS

AC

TEMPORARY HP

CURRENT

HP

Traits & Features

CONSTITUTION

HD:

MAX HIT POINTS

INT

ATTACK / DESCRIPTION

INTELLIGENCE

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

ABILITY

MODIFIER

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

SAVING THROW

PROF.
BONUS

PROFICIENCY
BONUS

Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History

Type:

Passive Perception
Insight
Intimidation
Investigation
Medicine
Nature
Perception

Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

Size:
Combat

HD:
Initiative

CR:

SPEED
WOUNDS

AC

Traits & Features

CURRENT

TEMPORARY HP

HP
MAX HIT POINTS

ATTACK / DESCRIPTION

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42b (Letter)

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