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12

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

+1 Animal Handling (WIS)

+4

15

+ 8 +

PROF. EXP.

BONUS NAME (ABILITY)

Show 2nd DC

STR

10

14

Show extra features

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)

+7 Sleight of Hand (DEX)

Saving Throw Advantages / Disadvantages

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

MEDIUM ARMOR (MAX = 2)


HEAVY ARMOR (MOD = 0)

DEXTERITY
MOD

STEALTH

RESISTANCE

HP

DISADV.

MISC
MOD 2

HALF DAMAGE

ATTACKS
PER ACTION

Dex

Finesse, light

Escape Grapple / Help / Hide

+7

1d10+3

1d4+3 Slashing

Dex

100/400 ft

Whip

Dex

Melee

+7

Blowgun

Dex

25/100 ft

+7

Ammunition, heavy, loading, two-handed

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

DEATH SAVING THROWS

Dash / Disengage / Dodge


Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove

BONUS ACTIONS
Cunning Action

REACTIONS
Opportunity Attack

Uncanny Dodge

Loading, two-handed, ammunition

AND

1d4+3 Piercing

Heavy Crossbow

II

DC10

Actions

+7

Finesse, light, thrown

LEVEL

Attack / Cast a Spell

Melee, 20/60 ft

Finesse, reach

HIT
DICE

RECOVER HALF OF YOUR MAXIMUM


HIT DICE AFTER A LONG REST.

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

MAX HIT POINTS

Attacks
Shortsword

30 ft

TEMPORARY HP

SHIELD
BONUS

MAGIC

SPEED
ENCUMBERED

USED THIS ROUND

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

12

AC

SPEED

Health

Defense

15

Initiative

MISC.

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Add Features

Background

Features
Racial Options

Racial Traits

PERSONALITY TRAITS

Human (+1 to two different ability scores of my choice)


Skills:

IDEAL

I gain proficiency in one skill of my choice.


Feat:

BOND

I gain one feat of my choice.

Class Features

FLAW

Assassin, level 12:

Expertise (Rogue 1, PHB 96) [with four skills]


I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level

Feats

Sneak Attack (Rogue 1, PHB 96) [6d6]

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.

Thieves' Cant (Rogue 1, PHB 96)

I know the secret rogue language that I can use to convey messages inconspicuously

Cunning Action (Rogue 2, PHB 96)

I can use a bonus action to take the Dash, Disengage, or Hide action

Bonus Proficiencies (Assassin 3, PHB 97)

FEAT:

Sharpshooter

Bonus feat from being a human; (PHB, page 170)

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:

(PHB, page 170)

Skulker

I can try to hide when I am lightly obscured. My position is not revealed when I am

I am proficient with disguise kits and poisoner's kits

hidden from a creature and miss it with a ranged weapon attack. Dim light doesn't

Assassinate (Assassin 3, PHB 97)

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

Uncanny Dodge (Rogue 5, PHB 96)

As a reaction, I halve the damage of an attack from an attacker that I can see

Evasion (Rogue 7, PHB 96)

My Dexterity saves vs. areas of effect negate damage on success and halve it on failure

Infiltration Expertise (Assassin 9, PHB 97)

impose disadvantage on my Wisdom (Perception) checks relying on sight.

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:

I can create false identities in 7 days for 25 gp

(PHB, page 168)

Observant

If I can see a creature's mouth while it is speaking a language I understand, I can

Weapon Master

(PHB, page 170)

I gain proficiency with four simple or martial weapons of my choice.

Reliable Talent (Rogue 11, PHB 96)

If I make an ability check where I add my proficiency bonus, rolls of 9 or lower are 10

[+1 Strength or Dexterity]

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.

ATTUNED MAGICAL ITEMS (MAX 3)

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

Tools & Others

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

GEAR & COINS

Poor

DAILY PRICE:

2 sp

GEMS AND OTHER VALUABLES:

2 of: gaming set, instrument, thieves' tools

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

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

Disadvantage on Attack Rolls and Saving Throws

Hit Point maximum halved

Speed reduced to 0

Death

ig
g

FINISHING A LONG REST REDUCES


THE EXHAUSTION LEVEL BY 1,
PROVIDED THAT YOU ALSO INGESTED
SOME FOOD AND DRINK.

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

Fail checks involving sight; attacks have


disadvantage; enemy attacks have advantage.

Charmed

Cannot harm the charmer; charmer has


advantage on any social interaction.

Deafened

Fail checks involving hearing.

Petrified

Become incapacitated; become paralyzed; gain


resistance to all damage; stop aging; immune
to poison or disease; weight increase by a
factor of 10.

Poisoned

Ability checks have disadvantage; attacks have


disadvantage.

Prone

Frightened

Check and attacks have disadvantage when


source of fear is in sight; cannot willingly move
closer to the source of fear.

Only move by crawling or stand up; attacks


have disadvantage; enemy attacks have
advantage if within 5 ft or have disadvantage
otherwise.

Grappled

Restrained

Speed drops to 0; attacks have disadvantage;


enemy attacks have advantage; Dex saving
throws have disadvantage.

Speed drops to 0.

Incapacitated

Cannot take actions or reactions.

Stunned

Invisible

Cannot be seen (normally); attacks have


advantage; enemy attacks have disadvantage.

Become incapacitated; fail Str and Dex saving


throws; enemy attacks have advantage;
cannot move; can only speak falteringly.

Unconscious

Paralyzed

Become 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.

Become 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.

Combat Rules

Choose Visible Sections

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

You gain your Speed as extra movement this turn.


Your movement doesnt provoke Opportunity Attacks for the
rest of the turn.
Disadvantage on Attack Rolls against you. You have Advantage
on DEX Saving Throws.
STR (Athletics) or DEX (Acrobatics) check vs. opponents STR
(Athletics) check to be free of the grappled condition.
You give an ally Advantage on the next Ability Check or Attack
Roll it makes vs. an opponent within 5 ft of you.
DEX (Stealth) check vs. opponents WIS (Perception) check.

Win opposing STR (Athletics) check to move through opponents


Action or
space once this turn. Advantage if you are larger than opponent
Bonus Action
and disadvantage if you are smaller than opponent.
You choose an action you will take in response to a trigger, using
Action
your Reaction. Readying a spell requires concentration.
Action

You search for something.

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

You gain +5 to AC and +5 to DEX Saving Throws.

Total Cover

You cannot be targeted directly by an attack or a spell, although


some spells can reach you by including you in its area of effect.

You gain +2 to AC and +2 to DEX Saving Throws.

TOTAL WEIGHT

Other Holdings

TOTAL WEIGHT

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

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

Click Here
to change
this Icon

Character Portrait
Appearance

Enemies

Click Here
to change
this Icon

Organization Symbol

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

Allies & Organizations

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

DEATH SAVING THROWS

MAX HIT POINTS

HIT DICE

LEVEL

Features

+
DIE

CON

USED

Traits

Proficiency
Bonus

Notes Text Line Options

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

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

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

Notes Page Options

Notes

Wild Shape Options

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

Traits & Features

CONSTITUTION

LIMITATIONS

MAX HIT POINTS

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

Traits & Features

CONSTITUTION

HD:

Size:

MAX HIT POINTS

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

Traits & Features

CONSTITUTION

HD:

Size:

MAX HIT POINTS

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

Traits & Features

INTELLIGENCE

HD:

CURRENT

TEMPORARY HP

HP
MAX HIT POINTS

ATTACK / DESCRIPTION

RANGE

TO HIT

DAMAGE

DAMAGE TYPE

WIS
WISDOM

CHA
CHARISMA

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.42 (A4)

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

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