Professional Documents
Culture Documents
LEVEL
Skills
Abilities
ABILITY
ADV
DIS
MODIFIER
SAVING THROW
+3
+7
STRENGTH
DEX
17
DEXTERITY
CON
CONSTITUTION
INT
14
INTELLIGENCE
WIS
13
WISDOM
CHA
CHARISMA
PROF.
BONUS
+7 Acrobatics (DEX)
Ability Save DC
PROFIENCY
BONUS
Dex
+2
+2
+2
+6
+1
-1
-1
+2 Arcana (INT)
+8 Athletics (STR)
+3 Deception (CHA)
Senses
+2 History (INT)
Proficiency
Bonus
24 Passive Perception
No disadv. on Perception in dim light
+1 Insight (WIS)
-1 Intimidation (CHA)
INSPIRATION
to see
Limited Features
FEATURE
+1
+4
15
+ 8 +
PROF. EXP.
Show 2nd DC
STR
10
14
Name: Dani
Player: Bajro
Class: Assassin
Add:
Next level: 120.000
Experience: 100.000
Urban
Bounty
Hunter
Background:
Size: Medium Height:
Weight:
Race: Human
Gender:
Hair:
Skin:
Eyes:
Faith:
Age:
Alignment:
SR
MAX. USAGES
LR
RECOVERY
Investigation (INT)
+10
+1 Medicine (WIS)
Dawn
+2 Nature (INT)
USED
+9 Perception (WIS)
-1 Performance (CHA)
-1 Persuasion (CHA)
+2 Religion (INT)
Stealth (DEX)
+11
Dex save vs. area effects: fail half dmg, success no dmg
+1 Survival (WIS)
+7 Thieves' Tools (DEX)
DEX
Combat
+3
+
+
3
+
Studded Leather
ARMOR
BONUS
AC DURING REST
DEXTERITY
MOD
STEALTH
RESISTANCE
HP
DISADV.
MISC
MOD 2
HALF DAMAGE
ATTACKS
PER ACTION
Dex
Finesse, light
+7
1d10+3
1d4+3 Slashing
Dex
100/400 ft
Whip
Dex
Melee
+7
Blowgun
Dex
25/100 ft
+7
Ammunition, loading
1+3
Piercing
Piercing
III
+
DIE
CON
USED
Dex
40/120 ft
TYPE
+7
Needles
Reload AMMUNITION
1d12+3
TOTAL
Piercing
II
III
BONUS ACTIONS
Cunning Action
REACTIONS
Opportunity Attack
Uncanny Dodge
AND
1d4+3 Piercing
Heavy Crossbow
II
DC10
Actions
+7
LEVEL
Melee, 20/60 ft
Finesse, reach
HIT
DICE
LIVE
DIE
12 d8 + 2
1d6+3 Piercing
Dex
TOTAL
Heal
+7
TYPE
87
CURRENT
Melee
Dagger
Bolts
Reload AMMUNITION
WOUNDS
MISC
MOD 1
PROF ABILITY
Musket
20 ft
Set Max HP
Attacks
Shortsword
30 ft
TEMPORARY HP
SHIELD
BONUS
MAGIC
SPEED
ENCUMBERED
12
AC
SPEED
Health
Defense
15
Initiative
MISC.
Background
Features
Racial Options
Racial Traits
PERSONALITY TRAITS
IDEAL
BOND
Class Features
FLAW
Feats
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
I know the secret rogue language that I can use to convey messages inconspicuously
I can use a bonus action to take the Dash, Disengage, or Hide action
FEAT:
Sharpshooter
My ranged weapon attacks don't have disadvantage on long range and ignore half cover
and three-quarters cover. With a ranged weapon that I am proficient with, I can choose
to take a -5 penalty on the attack roll for +10 on the attack's damage.
FEAT:
Skulker
I can try to hide when I am lightly obscured. My position is not revealed when I am
hidden from a creature and miss it with a ranged weapon attack. Dim light doesn't
I have adv. on attack rolls against creatures that have not taken a turn in combat yet
Any hit I score against a creature that is surprised is a critical hit
As a reaction, I halve the damage of an attack from an attacker that I can see
My Dexterity saves vs. areas of effect negate damage on success and halve it on failure
FEAT:
interpret what it's saying by reading its lips. I have a +5 bonus to passive Wisdom
(Perception) and passive Intelligence (Investigation) scores. [+1 Intelligence or Wisdom]
FEAT:
Observant
Weapon Master
If I make an ability check where I add my proficiency bonus, rolls of 9 or lower are 10
FEAT:
Add Equipment
Equipment
# LBS
ADVENTURING GEAR
ADVENTURING GEAR
# LBS
Background Feature
Ear to the Ground
be associated with the criminal underworld, the rough-and-tumble folk of the streets, or
members of high society. This connection comes in the form of a contact in any city I
visit, a person who provides information about the people and places of the local area.
Proficiencies
SUBTOTAL
SUBTOTAL
ARMOR:
WEAPONS:
LIGHT
MEDIUM
SIMPLE
Languages
Thieves' Cant
Common
+1 from Human
MARTIAL
HEAVY
SHIELDS
OTHER:
ENCUMBERED
51 OTHER: Blowgun, Hand Crossbow, Heavy Crossbow, Longsword, Musket, Rapier, Shortsword,
100 Whip
lb
HEAVILY ENCUMBERED
101 - STR 10
FT SPEED
150 lb -D20
ISADV. STR, DEX, CON
STR 5
-10 FT SPEED
PLATINUM
= 10 GP
GOLD
=10 SP
Thieves' tools
Disguise kit
Poisoner's kit
ELECTRUM
= 5 SP
SILVER
= 10 CP
PUSH/DRAG/LIFT
151 - STR 15 - 30
SPEED = 5 FT
300 lb
COPPER LIFESTYLE:
TOTAL WEIGHT
Poor
DAILY PRICE:
2 sp
DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
I am in frequent contact with people in my chosen segment of society. These people might
CHARACTER: Dani
Possessions
Status
LEVEL
EFFECT (CUMULATIVE)
Disadvantage on Ability Checks
Speed halved
Speed reduced to 0
Death
ig
g
1
2
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
Conditions
Blinded
Charmed
Deafened
Petrified
Poisoned
Prone
Frightened
Grappled
Restrained
Speed drops to 0.
Incapacitated
Stunned
Invisible
Unconscious
Paralyzed
Combat Rules
Extra Equipment
GEAR
Dash
Action
Disengage
Action
Dodge
Action
Escape Grapple
Action
Help
Action
Hide
Action
Ready
Search
Tumble
Use Object
Disarm
Grapple
Mark
Shove
Move Grappled
# LBS
GEAR
# LBS
Action or
Win opposing DEX (Acrobatics) check to move through
Bonus Action opponents space once this turn.
You interact with an object.
Action
You can interact with an object once per turn for free.
Weapon attack roll vs. opponents STR (Athletics) or DEX
(Acrobatics) check to knock one item from its grasp. You have
disadvantage if opponent is holding item with two or more
Attack
hands. Opponents larger than you have advantage
disadvantage
Win STR (Athletics) check vs. opponents STR (Athletics) or DEX
(Acrobatics) check. Can only start grapple with opponents that
Attack
are up to one size category larger than yourself.
Together with a melee attack you can mark the target of that
attack. Until the end of your next turn, make one opportunity
Melee
attack against the marked target with advantage without
Attack
expanding your reaction.
Win opposing STR (Athletics) check to move opponent 5 ft back.
Attack
Disadvantage if trying to move the opponent to a side.
Bring grappled opponent along with you as part of your move
action, but can only move half speed unless the opponent is
Move
two or more size categories smaller than you.
Half Cover
Three-Quarters Cover
Total Cover
TOTAL WEIGHT
Other Holdings
TOTAL WEIGHT
Overrun
DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
Magic Items
Exhaustion
Background
Character History
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to change
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Character Portrait
Appearance
Enemies
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to change
this Icon
Organization Symbol
Companion Options
Companion
ABILITY
MODIFIER
SAVING THROW
STR
PROF.
BONUS
Skills
DEX
DEXTERITY
CON
Medicine
ATTACK / DESCRIPTION
ATTACKS
ACTION
PER
PROF ABILITY
TO HIT
RANGE
DAMAGE
DAMAGE TYPE
Nature
Athletics
Performance
Deception
Persuasion
History
INT
Intimidation
INTELLIGENCE
Investigation
Survival
Insight
WIS
Age:
Perception
Religion
Sleight of
Hand
Stealth
CONSTITUTION
Gender:
Type:
Alignment:
Size:
Weight:
Attacks
Acrobatics
Animal
Handling
Arcana
STRENGTH
Name:
Race:
Height:
Initiative
Health
Defense
+
DEX
SPEED
MISC.
WISDOM
Set Max HP
CHA
WOUNDS
DC10
II
CURRENT
AC
LIVE
DIE
I
TEMPORARY HP
CHARISMA
Senses
Heal
II
III
HP
PASSIVE
PERCEPTION
III
HIT DICE
LEVEL
Features
+
DIE
CON
USED
Traits
Proficiency
Bonus
Notes
DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
Notes
MAX USAGES
Wild Shapes
Make a Selection
ABILITY
MODIFIER
SAVING THROW
PROF.
BONUS
STR
PROFICIENCY
BONUS
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
STRENGTH
DEX
DEXTERITY
CON
Type:
Passive Perception
Insight
Intimidation
Investigation
Medicine
Nature
Perception
CHARACTER: Dani
DURATION
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Size:
Combat
HD:
Initiative
CR:
SPEED
WOUNDS
AC
TEMPORARY HP
CURRENT
HP
CONSTITUTION
LIMITATIONS
INT
ATTACK / DESCRIPTION
INTELLIGENCE
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
WIS
WISDOM
CHA
CHARISMA
Make a Selection
ABILITY
MODIFIER
SAVING THROW
PROF.
BONUS
STR
PROFICIENCY
BONUS
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
STRENGTH
DEX
DEXTERITY
CON
Type:
Passive Perception
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Combat
Initiative
CR:
SPEED
WOUNDS
AC
TEMPORARY HP
CURRENT
HP
CONSTITUTION
HD:
Size:
INT
ATTACK / DESCRIPTION
INTELLIGENCE
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
WIS
WISDOM
CHA
CHARISMA
Make a Selection
ABILITY
MODIFIER
SAVING THROW
PROF.
BONUS
STR
PROFICIENCY
BONUS
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
STRENGTH
DEX
DEXTERITY
CON
Type:
Passive Perception
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Combat
Initiative
CR:
SPEED
WOUNDS
AC
TEMPORARY HP
CURRENT
HP
CONSTITUTION
HD:
Size:
INT
ATTACK / DESCRIPTION
INTELLIGENCE
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
WIS
WISDOM
CHA
CHARISMA
Make a Selection
ABILITY
MODIFIER
STR
STRENGTH
DEX
DEXTERITY
CON
CONSTITUTION
SAVING THROW
PROF.
BONUS
PROFICIENCY
BONUS
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Type:
Passive Perception
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Size:
Combat
INT
Initiative
CR:
SPEED
WOUNDS
AC
INTELLIGENCE
HD:
CURRENT
TEMPORARY HP
HP
MAX HIT POINTS
ATTACK / DESCRIPTION
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
WIS
WISDOM
CHA
CHARISMA
DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST