Jericho Xix

5
AC MAGIC MAGIC D + D + Abilities PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PR0F EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP PROF EXP Acrobatics (DEX) Animal Handling (WIS) Arcana (INT) Athletics (STR) Deception (CHA) History (INT) Insight (WIS) Intimidation (CHA) Investigation (INT) Medicine (WIS) Nature (INT) Perception (WIS) Performance (CHA) Persuasion (CHA) Religion (INT) Sleight of Hand (DEX) Stealth (DEX) Survival (WIS) PROF EXP S TR STRENGTH D EX DEXTERITY C ON CONSTITUTION I INTELLIGENCE NT W IS WISDOM C HA CHARISMA ABILITY MODIFIER SAVING THROW LEVEL Player: Age: Weight: Size: Name: Class and Levels: Background: Race: Height: Hair: Faith: Eyes: Gender: SAVING THROWS PROF. BONUS Proficiency Bonus Combat AC + + ARMOR BONUS MAGIC + + SHIELD BONUS DEXTERITY MOD MISC MOD 1 + MISC MOD 2 2 + STEALTH DISADV. + MAX HIT POINTS HP SKILLS Skills Passive Perception HIT D + LEVEL DIE CON CURRENT MAX HP TEMP. WOUNDS Initiative + DEX MISC. Attacks Defense Health ATTACKS PER ACTION Bonus Actions Reactions MAXIMUM OF 1 BONUS ACTION PER TURN. MAXIMUM OF 1 REACTION PER TURN. Re Re Re Limited Features MAX. USAGES Ability save DC = 8+ + USED FEATURE MODIFIER VISION SPEED SPEED ENCUMBERED RESISTANCE H ALF D AMAGE RECOVER HALF OF YOUR MAXIMUM HIT DICE AFTER A LONG REST. PROFIENCY BONUS MEDIUM ARMOR (MAX = 2) HEAVY ARMOR (MOD = 0) USED D E A T H S A V IN G T H RO W S I III II I III II DC10 DICE MAX. FEATURE INSPIRATION SAVING THROW ADVANTAGES / DISADVANTAGES USAGES USED Alignment: Skin: NOTES / TOOLS Jack of All Trades Remarkable Athlete WEAPON / DESCRIPTION TO HIT DAMAGE DAMAGE TYPE SPECIAL ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPE AMMUNITION RANGE RANGE

description

D&D 5e thing

Transcript of Jericho Xix

Page 1: Jericho Xix

AC MAGIC

MAGIC

D +

D +

Abilities

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PR0F EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

PROF EXP

Acrobatics (DEX)

Animal Handling (WIS)

Arcana (INT)

Athletics (STR)

Deception (CHA)

History (INT)

Insight (WIS)

Intimidation (CHA)

Investigation (INT)

Medicine (WIS)

Nature (INT)

Perception (WIS)

Performance (CHA)

Persuasion (CHA)

Religion (INT)

Sleight of Hand (DEX)

Stealth (DEX)

Survival (WIS)PROF EXP

STRSTRENGTH

DEXDEXTERITY

CONCONSTITUTION

IINTELLIGENCE

NT

WISWISDOM

CHACHARISMA

ABILITY MODIFIER SAVING THROW

LEVEL

Player:

Age:Weight: Size:

Name:Class and Levels: Background: Race:Height:Hair: Faith:

Eyes:

Gender:

SAV

ING

TH

RO

WS

PROF.BONUS

ProficiencyBonus

Combat

AC

+

+

ARMOR

BONUS

MAGIC

+

+

SHIELD

BONUS

DEXTERITY

MOD

MISC

MOD 1

+MISC MOD 2

2 +

STEALTH

DISADV.+

MAX HIT POINTS

HP

SKILLS

Skills

Passive Perception

HIT

D +

LEVEL DIE CON

CURRENT MAX HP

TEMP.

WOUNDS

Initiative +

DEX MISC.

Attacks

Defense Health

ATTACKSPER ACTION

Bonus Actions ReactionsMAXIMUM OF 1 BONUS ACTION PER TURN. MAXIMUM OF 1 REACTION PER TURN.

ReReRe

Limited FeaturesMAX. USAGES

Ability save DC = 8+ +

USEDFEATURE

MODIFIER

VISION

SPEED

SPEED

ENCUMBERED

RESISTANCE

HALF DAMAGERECOVER HALF OF YOUR MAXIMUM

HIT DICE AFTER A LONG REST.

PROFIENCYBONUS

MEDIUM ARMOR (MAX = 2)

HEAVY ARMOR (MOD = 0)

USED

DEATH SAVING THROWS

I

III

II

I

III

II

DC10

DICE

MAX. FEATURE

INSPIRATION SAVING THROW ADVANTAGES / DISADVANTAGES

RECO- VERY USAGES USED

RECO- VERY

Alignment:Skin:

NOTES / TOOLS

Jack of All Trades Remarkable Athlete

WEAPON / DESCRIPTION TO HIT DAMAGE DAMAGE TYPE

SPECIAL ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPE

AMMUNITION

RANGE

RANGE

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Features

Racial Traits

Class Features

Experience

Background Feature

Feats

FEAT:

BackgroundPERSONALITY TRAIT

IDEAL

BOND

FLAW

Equipment

0300900

2.7006.500

Lev 1Lev 2Lev 3Lev 4Lev 5

14.00023.00034.00048.00064.000

Lev 6Lev 7Lev 8Lev 9Lev 10

85.000100.000120.000140.000165.000

Lev 11Lev 12Lev 13Lev 14Lev 15

195.000225.000265.000305.000355.000

Lev 16Lev 17Lev 18Lev 19Lev 20

TOTAL EXPERIENCE

ADVENTURING GEAR # WHT. ADVENTURING GEAR

ENCUMBERED

DISADVANTAGE WITH:

CHECKS, ATTACKS, SAVES

THAT USE STR, DEX, CON-10 FT. SPEED

Armor: Light Medium Heavy Shields Lig M He Shi

Weapons: Simple Martial Other:

LigLigLigLig

Si Ma

avyavy

O

FEAT:

FEAT:

FEAT:

FEAT:

ATTUNED MAGICAL ITEMS (MAX 3)

TOTAL WEIGHT

PLATINUM

PIECES

1 PP = 10 GP

GOLDPIECES

1 GP = 10 SP

ELECTRUM

PIECES

1 EP = 5 SP

SILVERPIECES

1 SP = 10 CP

COPPERPIECES

LIFESTYLE:

DAILY PRICE:

GEMS AND OTHER VALUABLES:

# WHT.

Languages

SUBTOTAL SUBTOTAL

HEAVILY ENCUMBERED PUSH/DRAG/LIFT

SPEED = 5 FT. -20 FT. SPEED GEAR & COINS

©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

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Status

Magic Items

MAGIC ITEM:

Possessions

GEAR # WHT. GEAR

igggigig

©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

# WHT.

Notes

TOTAL WEIGHT TOTAL WEIGHT

ATTUNED

CHARACTER:

MAGIC ITEM: ATTUNED

MAGIC ITEM: ATTUNED

MAGIC ITEM: ATTUNED

Extra Equipment

Conditions

BlindedFail checks involving sight; attacks have disadvantage; enemy attacks have advantage.

CharmedCannot harm the charmer; charmer has advantage on any social interaction.

DeafenedFail checks involving hearing.

FrightenedCheck and attacks have disadvantage when source of fear is in sight; cannot willingly move closer to the source of fear.

GrappledSpeed drops to 0.

IncapacitatedCannot take actions or reactions.

InvisibleCannot be seen (normally); attacks have advantage; enemy attacks have disadvantage.

ParalyzedBecome 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.

PetrifiedBecome incapacitated; become paralyzed; gain resistance to all damage; stop aging; immune to poison or disease; weight increase by a factor of 10.

PoisonedAbility checks have disadvantage; attacks have disadvantage.

ProneOnly move by crawling or stand up; attacks have disadvantage; enemy attacks have advantage if within 5 ft. or have disadvantage otherwise.

RestrainedSpeed drops to 0; attacks have disadvantage; enemy attacks have advantage; Dex saving throws have disadvantage.

StunnedBecome incapacitated; fail Str and Dex saving throws; enemy attacks have advantage; cannot move; can only speak falteringly.

UnconsciousBecome incapacitated; fall prone and drop what you are holding; fail Str and Dex saving throws; enemy attacks have advantage; enemy attacks within 5 ft are critical hits.

Exhaustion

LEVEL EFFECT (CUMULATIVE)

1

2

3

4

5

6

FIN

ISHIN

G A

LO

NG

REST RED

UC

ES

THE E

XH

AU

STION

LEV

EL BY 1

,

PROV

IDED

THA

T YO

U A

LSO IN

GESTED

SOM

E FOO

D A

ND

DRIN

K.

Disadvantage on Ability Checks

Speed halved

Disadvantage on Attack Rolls and Saving Throws

Hit Point maximum halved

Speed reduced to 0

Death

MAGIC ITEM: ATTUNED

MAGIC ITEM: ATTUNED

MAGIC ITEM: ATTUNED

Other Holdings

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STRSTRENGTH

DEXDEXTERITY

CONCONSTITUTION

IINTELLIGENCE

NT

WISWISDOM

CHACHARISMA

ABILITY MODIFIER SAVING THROW BONUS

ACMAX HIT POINTS

HP

Passive Perception

D +LEVEL DIE CON

TEMP.

WOUNDS

+

DEXMISC.

HealthDefense

USED

DEATH SAVING THROWS

I

III

II

I

III

II

DC10

HIT DICE

ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPERANGE

SENSES / SKILL PROFICIENCIES

Attacks ATTACKSPER ACTION

Skills

Speed

Initiative

Age:Size:Weight:

Gender: Name:Race:Height:

Features Annotations

Notes

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Notes