Sam Auto

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Name: Sam Player:


12 Class: Rogue - Inquisitive
Experience: 100.000 Add: Next level: 120.000
Background: Criminal
LEVEL Race: Half-elf Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Chaotic Neutral Faith: Mask

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +4 Acrobatics (DEX)
Ability Save DC +3 Animal Handling (WIS)
+4
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +2 Arcana (INT)
12 STR +1 +1
BONUS +
8+
+1 Athletics (STR)
STRENGTH

Senses 0 Deception (CHA)


18 DEX +4 +8 +2 History (INT)
Proficiency
DEXTERITY
21 Passive Perception
Bonus +11 Insight (WIS)
19 CON +4 +4
Darkvision 60 ft
0 Intimidation (CHA)
CONSTITUTION INSPIRATION
+6 Investigation (INT)

15 INT +2 +6 Limited Features SR LR Dawn +3 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +2 Nature (INT)

16 WIS +3 +3 +11 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
0 Performance (CHA)

10 CHA 0 0 +4 Persuasion (CHA)


CHARISMA
+2 Religion (INT)
+8 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +12 Stealth (DEX)
Dex save vs. area effects: fail ― half dmg, success ― no dmg;
+3 Survival (WIS)
Magic can't put me to sleep; Adv. on saves vs. charmed
+12 Thieves' tools (DEX)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+4 4 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
11 ARMOR
BONUS
+

15
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
HP 111
AC 4 DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
110 Heal
+
DIE LIVE
12 × d8 + 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

Magic dagger ✔ Dex Melee, 20/60 ft +8 1d4+4 Piercing Attack / Cast a Spell Sneak Attak = 6d6
Finesse, light, thrown; Sneak attack . Damage = 1d8 + 4 Dash / Disengage / Dodge
Escape Grapple / Help / Hide
Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4)

Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

BONUS ACTIONS REACTIONS USED THIS ROUND

Cunning Action Opportunity Attack


Uncanny Dodge

TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Half-Elf (+2 Charisma and +1 to two other ability scores of my choice)

IDEAL
Skill Versatility: I gain proficiency in two skills of my choice.

BOND

Choose Feature
Class Features FLAW

Rogue, level 12:


◆ Sneak Attack (Rogue 1, SRD 39) [6d6]
Once per turn, I can add damage to a finesse/ranged weapon attack if I have advantage
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. Feats
◆ Cunning Action (Rogue 2, SRD 40)
FEAT: Skulker
I can use a bonus action to take the Dash, Disengage, or Hide action
You can try to hide when you are lightly obscured from the creature from which you are
hiding.
◆ Uncanny Dodge (Rogue 5, SRD 40)
When you are hidden from a creature and miss it with a ranged weapon attack, making
As a reaction, I can halve the damage of an attack from an attacker that I can see
the attack doesn't reveal your position.
◆ Evasion (Rogue 7, SRD 40) FEAT:
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
My Dexterity saves vs. areas of effect negate damage on success and halve it on failure
◆ Reliable Talent (Rogue 11, SRD 40)
If I make an ability check where I add my proficiency bonus, rolls of 9 or lower are 10

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS

Background Feature

ATTUNED MAGICAL ITEMS (MAX 3)


Telepathy Ring
Darkasan
Proficiencies Amulet of Health 1

SUBTOTAL SUBTOTAL 1

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY


HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
61 - 181 - STR × 15 - 30
1 lb
STR × 5 STR × 15STR × 10
WEAPONS: SIMPLE MARTIAL OTHER: Hand crossbow, Longsword, Rapier, Shortsword 120 lb 180 lb
-10 FT SPEED -20 FT SPEED
360 lb SPEED = 5 FT
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:

Common Thieves' tools DAILY PRICE:


Thieves' Cant
GEMS AND OTHER VALUABLES:
Elvish
from Half-elf
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Sam

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

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.
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. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
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.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
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. MAGIC ITEM: ATTUNED
Unconscious
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.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
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.
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. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
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).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
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Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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