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D&D Character Sheet Template

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0% found this document useful (0 votes)
26 views5 pages

D&D Character Sheet Template

Uploaded by

gugassaur.123
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

NAME: CLASS:

RACE:

STR DEX CON FEATS & TRAITS

AC

HIT DICE:

INT WIS CHA

HP

SKILLS

ACROBATICS
SPEED
ANIMAL HANDLING

ARCANA ABILITY
SAVES
ATHLETICS

DECEPTION

HISTORY
STR
INSIGHT

INTIMIDATION

INVESTIGATION
DEX
MEDICINE

NATURE

PERCEPTION CON

PERFROMANCE

PERSUASION LANGUAGES & TOOLS


INT
RELIGION

SLEIGHT OF HAND

STEALTH
WIS
SURVIVAL

INTIATIVE BONUS
INT

COMBAT ACTIONS + DMG TYPE ITEMS


NAME: CLASS: Rogue, Soulknife

MONKY RACE: Hadozee

STR DEX CON FEATS & TRAITS

Dual Wielder. +1 bonus to AC while you are wielding a separate


melee weapon in each hand. You can use two-weapon fighting
even when the one-handed melee weapons you are wielding
aren’t light. You can draw or stow two one-handed weapons
AC when you would normally be able to draw or stow only one.

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.

Thieves’ Cant. A secret mix of dialect, jargon, and code that


allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves’ cant understands such
SKILLS messages. It takes four times longer to convey such a message
than it does to speak the same idea plainly.In addition, you
understand a set of secret signs and symbols used to convey
ACROBATICS short, simple messages, such as whether an area is dangerous or
SPEED the territory of a thieves’ guild, whether loot is nearby, or
whether the people in an area are easy marks or will provide a
ANIMAL HANDLING safe house for thieves on the run.

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

COMBAT ACTIONS + DMG TYPE ITEMS

Shortsword +6 1d6+4 Piercing Burglar´s Pack


*1
Shortsword +6 Dagger
1d6+4 Piercing
*1
Shortsword
Dagger +6 1d4+4 Piercing *2
Boots of Elvenkind
*1
Thieves’ Tools
*1
Cartographers’ Tools
*1
NAME: CLASS: Cleric, Nature Domain

Ri’ BIT RACE: Grung

STR DEX CON FEATS & TRAITS


Chef. As part of a short rest, you can cook special food
provided you have ingredients and cook’s utensils on hand.
You can prepare enough of this food for 6 creatures. At the
end of the short rest, any creature who eats the food and
AC spends one or more Hit Dice to regain hp regains an extra
1d8 hp. With one hour of work or when you finish a long
rest, you can cook 2 treats. These special treats last 8
HIT DICE: hours after being made. A creature can use a bonus action
to eat one of those treats to gain 2 temporary hp.
INT WIS CHA
Spellcasting. You can cast cleric spells as rituals. You can
prepare 6 spells from the cleric spell list. You can use a holy
symbol as your spellcasting focus.

Channel Divinity (1/Short Rest).


Turn Undead (Action—Channel Divinity). Each undead
HP that can see or hear you within 30 feet of you must make a
Wisdom saving throw. If the creature fails its saving throw,
it is turned for 1 minute or until it takes any damage. A
turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For
WALK SWIM its action, it can use only the Dash action or try to escape
SKILLS from an effect that prevents it from moving. If there’s
FLY CLIMB
nowhere to move, the creature can use the Dodge action.
ACROBATICS Charm Animals and Plants (Action—Channel
SPEED Divinity). You present your holy symbol and invoke the
ANIMAL HANDLING name of your deity. Each beast or plant creature that can
see you within 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, it is charmed by
ARCANA ABILITY you for 1 minute or until it takes damage. While it is
SAVES charmed by you, it is friendly to you and other creatures
ATHLETICS you designate.

DECEPTION Amphibious. You can breathe air and water.

Poison Immunity. You are immune to the poisoned


HISTORY condition.
STR
INSIGHT Poisonous Skin. Any creature that grapples you or
otherwise comes into direct contact with your skin must
succeed on a DC 12 Constitution saving throw or become
INTIMIDATION poisoned for 1 minute. A poisoned creature no longer in
direct contact with you can repeat the saving throw at the
INVESTIGATION end of each of its turns, ending the effect on itself on a
DEX success. You can also apply this poison to any piercing
weapon as part of an attack with that weapon, though
MEDICINE when you hit the poison reacts differently. The target must
succeed on a DC 12 Constitution saving throw or take 2d4
NATURE poison damage.

Standing Leap. Your long jump is up to 25 feet and your


PERCEPTION CON high jump is up to 15 feet, with or without a running start.

PERFROMANCE Water Dependency. If you fail to immerse yourself in


water for at least 1 hour during a day, you suffer one level
of exhaustion at LANGUAGES & TOOLS
the end of that day. You can only recover
PERSUASION
from this exhaustion through magic or by immersing
INT yourself in water for at least 1 hour.
RELIGION Armor Proficiencies. Light Armor,
Medium Armor, Shield, Heavy Armor
SLEIGHT OF HAND

STEALTH Weapon Proficiencies. Simple Weapons


WIS
SURVIVAL Tool Proficiencies. Whistle-Stick, Cook’s
utensils

INTIATIVE BONUS Languages. Grung, Common, Gnomish


INT

COMBAT ACTIONS + DMG TYPE ITEMS

Staff of the +3 1d6+1 Bludgeon Explorer’s Pack


Woodlands ing *1
Songhorn
*1
Cook’s Utensils
*1
Disguise Kit
*1
Carpenter’s Tool
*1
Staff of the Woodlands
*1
NAME: CLASS: Fighter, Great-

BALDERK Weapon
MasterMountain Dwarf
RACE:

STR DEX CON FEATS & TRAITS

Darkvision. You can see in dim light within 60 feet


of you as if it were bright light, and in darkness as if
it were dim light.
AC
Fighting Style.
Great Weapon Fighting. When you roll a 1 or 2
HIT DICE:
on a damage die for an attack you make with a
INT WIS CHA melee weapon that you are wielding with two hands,
you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to
gain this benefit.

HP Second Wind (Bonus Action—1/Short Rest).


You regain 1d10+3 hp.

Action Surge (1/Short Rest). On your turn, you


can take one additional action on top of your regular
WALK SWIM action.
SKILLS
FLY CLIMB Combat Superiority. You learn maneuvers that are
ACROBATICS fueled by special dice called superiority dice. You
SPEED have 4 superiority dice which are d8s. DC 13
ANIMAL HANDLING Menacing Attack. When you hit a creature with a
weapon attack, you can expend one superiority die
ARCANA to attempt to frighten the target. You add the
ABILITY superiority die to the attack’s damage roll, and the
SAVES target must make a Wisdom saving throw. On a
ATHLETICS
failed save, it is frightened of you until the end of
DECEPTION your next turn.
Disarming Attack. When you hit a creature with a
weapon attack, you can expend one superiority die
HISTORY
STR to attempt to disarm the target, forcing it to drop
one item of your choice that it’s holding. You add
INSIGHT the superiority die to the attack’s damage roll, and
the target must make a Strength saving throw. On a
INTIMIDATION failed save, it drops the object you choose. The
object lands at its feet.
INVESTIGATION Pushing Attack. When you hit a creature with a
DEX
weapon attack, you can expend one superiority die
MEDICINE to attempt to drive the target back. You add the
superiority die to the attack's damage roll, and if the
NATURE target is Large or smaller, it must make a Strength
saving throw. On a failed save, you push the target
PERCEPTION CON up to 15 feet away from you.

PERFROMANCE Dwarven Resilience. You have advantage on


saving throws against poison, and you have
PERSUASION LANGUAGES
resistance against & TOOLS
poison damage.
INT
RELIGION Armor Proficiencies.
Stonecunning. Light checks
A +3 on history Armor,related
Medium to
Armor, Shields, Heavy Armor
stonework.
SLEIGHT OF HAND
Weapon Proficiencies. Battleaxe, Handaxe,
STEALTH Light Hammer, Warhammer, Simple Weapons,
WIS
Martial Weapons
SURVIVAL
Tool Proficiencies. Whistle-Stick, Cook’s
utensils
INTIATIVE BONUS
INT
Languages. Grung, Common, Gnomish

COMBAT ACTIONS + DMG TYPE ITEMS

Battleaxe +5 1d8+3 Slashing Dungeoneer´s Pack


*1
Shield
*1
Battleaxe
*1
Boots of Speed
*1
Potion of Healing
*1
NAME: CLASS: Rogue, Swashbuckler

V RACE: Half-Elf

STR DEX CON FEATS & TRAITS

Darkvision. You can see in dim light within 60


feet of you as if it were bright light, and in
darkness as if it were dim light.
AC
Tool Expertise (Thieves’ Tools). Your
HIT DICE: proficiency bonus is doubled for any Thieves’
Tools check you make.
INT WIS CHA
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 ranged
HP 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.
WALK SWIM
SKILLS
Thieves’ Cant. A secret mix of dialect, jargon,
FLY CLIMB
and code that allows you to hide messages in
ACROBATICS
SPEED seemingly normal conversation. Only another
ANIMAL HANDLING creature that knows thieves’ cant understands
such messages. It takes four times longer to
ARCANA convey such a message than it does to speak
ABILITY the same idea plainly. In addition, you
SAVES understand a set of secret signs and
ATHLETICS
symbols used to convey short, simple messages,
DECEPTION such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is
HISTORY nearby, or whether the people in an area are
STR easy marks or will provide a safe house for
INSIGHT thieves on the run.

INTIMIDATION Cunning Action. You can take a bonus action


on each of your turns in combat. This action can
INVESTIGATION be used only to take the Dash, Disengage, or
DEX
Hide action.
MEDICINE
Fancy Footwork. During your turn, if you make
NATURE a melee attack against a creature, that creature
can’t make opportunity attacks against you for
PERCEPTION CON the rest of your turn.
PERFROMANCE
Rakish Audacity. You don't need advantage on
your attack roll to use your&Sneak
LANGUAGES TOOLSAttack if you
PERSUASION
are within 5 feet of the target, no other
INT
creatures are within 5 feet of you, and you don’t
RELIGION Armor Proficiencies. Light Armor
have disadvantage on the attack roll.
SLEIGHT OF HAND Weapon Proficiencies. Simple Weapons,
Fey Ancestry. You have advantage on saving
Crossbow, Hand, Longsword, Rapier,
STEALTH throws against being charmed, and magic can’t
Shortsword
WIS put you to sleep
SURVIVAL Tool Proficiencies. Thieves’ tools, Playing
card set

INTIATIVE BONUS Languages. Common, Elvish, Undercommon,


INT Thieves’ Cant

COMBAT ACTIONS + DMG TYPE ITEMS

Rapier +5 1d8+3 Piercing Burglar’s Pack


*1
Crossbow, Hand +5 Rapier
1d6+3 Piercing
*1
Crossbow, Hand
*1
Smoke Bomb
*1
Potion of Speed
*1

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