D&D Character Sheet Template
D&D Character Sheet Template
RACE:
AC
HIT DICE:
HP
SKILLS
ACROBATICS
SPEED
ANIMAL HANDLING
ARCANA ABILITY
SAVES
ATHLETICS
DECEPTION
HISTORY
STR
INSIGHT
INTIMIDATION
INVESTIGATION
DEX
MEDICINE
NATURE
PERCEPTION CON
PERFROMANCE
SLEIGHT OF HAND
STEALTH
WIS
SURVIVAL
INTIATIVE BONUS
INT
Keen Mind. You always know which way is north. You always
know the number of hours left before the next sunrise or sunset.
HIT DICE: You can accurately recall anything you have seen or heard within
the past month.
INT WIS CHA
Tool Expertise (Thieves’ Tools). Your proficiency bonus is
doubled for any Thieves’ Tools check you make.
Sneak Attack. Once per turn, you can deal an extra 2d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or a
HP ranged weapon. You don’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the
attack roll.
ARCANA Cunning Action. You can take a bonus action on each of your
ABILITY turns in combat. This action can be used only to take the Dash,
SAVES Disengage, or Hide action.
ATHLETICS
Psionic Power (4d6/Long Rest). This energy is represented by
your Psionic Energy dice, which are each a d6. In addition, as a
DECEPTION bonus action, you can regain one expended Psionic Energy die,
but you can’t do so again until you finish a short or long rest.
HISTORY Psi-Bolstered Knack. If you fail an ability check using a skill or
STR tool with which you have proficiency, you can roll one Psionic
INSIGHT Energy die and add the number rolled to the check, potentially
turning failure into success. You expend the die only if the roll
succeeds.
INTIMIDATION
Psychic Whispers (Action). Choose up to 2 creatures you can
see, and then roll one Psionic Energy die. For a number of hours
INVESTIGATION equal to the number rolled, the chosen creatures can speak
DEX
telepathically with you, and you can speak telepathically with
MEDICINE them. To send or receive a message, you and the other creature
must be within 1 mile of each other. A creature can’t use this
telepathy if it can’t speak any languages, and a creature can end
NATURE the telepathic connection at any time. You and the creature don’t
need to speak a common language to understand each other.
The first time you use this power after each long rest, you don’t
PERCEPTION CON expend the Psionic Energy die. All other times you use the
power, you expend the die.
PERFROMANCE
Psychic Blades. Whenever you take the Attack action, you can
manifest a psychic blade from your free hand and make the
PERSUASION LANGUAGES
attack with that blade. & TOOLS
This magic blade is a simple melee
weapon with the finesse and thrown properties. It has a normal
INT range of 60 feet and no long range, and on a hit, it deals psychic
RELIGION Armor Proficiencies. Light Armor
damage equal to
1d6 plus the ability modifier you used for the attack roll. The
blade vanishes immediately after it hits or misses its target, and
SLEIGHT OF HAND
Weapon Proficiencies. Simple
it leaves no mark on its target if it deals damage. After you
attack with the blade, you can make a melee or ranged
STEALTH Weapons, Crossbow, Hand, Longsword,
attack with a second psychic blade as a bonus action on the
WIS Rapier, Shortsword
same turn, provided your other hand is free to create it. The
damage die of this bonus attack is 1d4, instead of 1d6.
SURVIVAL
Tool Proficiencies. Thieves’ tools,
Playing card set, Cartographers’ Tools
INTIATIVE BONUS
INT
Languages. Common, Sylvan, Thieves’
Cant
BALDERK Weapon
MasterMountain Dwarf
RACE:
V RACE: Half-Elf