Abilities S D C I W C: Skills Ability Save DC
Abilities S D C I W C: Skills Ability Save DC
Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC 0 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY -1 Arcana (INT)
18 STR +4 +4
BONUS +
8+
12
Cha +6 Athletics (STR)
STRENGTH
20
TEMPORARY HP
2 SHIELD
BONUS Wooden Shield CURRENT
+ RESISTANCE
0 DEXTERITY MEDIUM ARMOR (MAX = 2) STEALTH
AC +
MOD HEAVY ARMOR (MOD = 0) DISADV.
HP Heal
DIE LIVE
3 × d10 + 4
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND
Warhammer ✔ Str Melee +6 1d8+4 Bludgeoning Attack / Cast a Spell Channel Divinity: Abjure Enemy
Versatile (1d10); 1d8 extra on a crit in melee Dash / Disengage / Dodge
Escape Grapple / Help / Hide
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Divine Sense
Lay on Hands
BONUS ACTIONS REACTIONS USED THIS ROUND
Features Background
PERSONALITY TRAITS
Racial Traits I quote (or misquote) holy scripture and aphorisms in nearly all circumstances.
Choose Feature
Class Features FLAW
Once I choose an objective, I become so single minded that the rest of my life fades into the
Paladin (Oath of Vengeance), level 3: background.
◆ Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft
Until the end of my next turn, I sense the type/location if it is not behind total cover Feats
◆ Lay on Hands (Paladin 1, PHB 84) [15× per long rest]
As an action, I can use points in my pool to heal a touched, living creature's hit points
FEAT:
I can neutralize poisons/diseases instead at a cost of 5 points per affliction
◆ Divine Smite (Paladin 2, PHB 84)
When I hit someone in melee, I can expend spell slots to do 2d8 extra radiant damage
This increases by +1d8 for each spell slot level above 1st and +1d8 against undead/fiends
◆ Protection Fighting Style (Paladin 2, PHB 84) FEAT:
As a reaction, I can give disadv. on an attack made vs. someone within 5 ft of me
I need to be wielding a shield and be able to see the attacker to do this
◆ Spellcasting (Paladin 2, PHB 84)
I can cast prepared paladin spells, using Charisma as my spellcasting ability
I can use a holy symbol as a spellcasting focus
FEAT:
◆ Divine Health (Paladin 3, PHB 85)
I am immune to disease, thanks to the power of my faith
◆ Channel Divinity (Oath of Vengeance 3, PHB 85) [1× per short rest]
◆ Channel Divinity: Abjure Enemy (Oath of Vengeance 3, PHB 88)
FEAT:
As an action, one creature within 60 ft that I can see me must make a Wisdom save
If failed, it is frightened and its speed is 0 despite bonuses; if success, its speed is halved
This lasts for 1 minute or until it takes damage; Undead/fiends have disadv. on save
◆ Channel Divinity: Vow of Enmity (Oath of Vengeance 3, PHB 88)
As a bonus action, I utter a vow against a creature I can see within 10 ft FEAT:
I have advantage on attack rolls against it for 1 minute or until it is at 0
HP/unconscious
Add Equipment
Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Prayer book/wheel 5 Common clothes 3
Plate armor 65
Wooden Shield 6
Warhammer 1 2
Background Feature
Shelter of the Faithful
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I command the respect of those who share my faith. I can perform the religious ceremonies
of my faith. My companions and I can expect free healing and care at an establishment of
my faith, though I must provide any material components needed for spells. Those who
share my religion will support me at a modest lifestyle.
ATTUNED MAGICAL ITEMS (MAX 3)
Proficiencies
SUBTOTAL 9 SUBTOTAL 78
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
91 - STR × 5 181 - STR × 10 271 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 180 lb -10 FT SPEED
270 lb -D20 FT SPEED
540 lb SPEED = 5 FT 87.3 lb
ISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Common 15 DAILY PRICE: 1 gp
Orc
GEMS AND OTHER VALUABLES:
Ogre
Bugbear
©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: Thog
Status Possessions
©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED
Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.
Notes Rules
Dash Action Gain your speed as extra movement for this turn.
Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.
Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
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You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
With a free hand, give the grappled condition to an opponent that is
Grapple Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Character History
Character Portrait
Appearance
Enemies
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Organization Symbol
CHARACTER: Thog
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
Spells to prepare: 3
Paladin Spells Spell attack modifier: +4 Spellcasting ability
Spell save DC: 12 Charisma
1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
) Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) that are within 10 ft throughout the casting; see book (25gp) — Evoc 1h Touch V,S,Mƒ Instantaneous U 2
Command 1+1/SL crea in 15-ft rad save or follow one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
Compelled Duel 1 crea save or dis. on attacks vs. not-you and save if moving more than 30 ft away Wis Ench 1 bns 30 ft V Conc, 1 min P 224
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Divine Favor Your weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
Heroism 1+1/SL crea immune to fear, gain spellcasting ability modifier temp. hp start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
) Hunter's Mark 1 crea +1d6 dmg from your weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
Searing Smite Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites; save to end spell or 1d6 Fire dmg Con Evoc 1 bns Self V Conc, 1 min P 274
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
Thunderous Smite Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft Str Evoc 1 bns Self V Conc, 1 min P 282
Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4); Spell Sheet 1/1 ©DESIGN BY JAVIER AUMENTE - [email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST