You are on page 1of 8

Show extra features

10 Eldritch Knight
Ironman
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Guild Artisan Human 64,000 Add: 85,000


BACKGROUND Armorers, locksmiths, and finesmiths RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
+8 STR +4 INT
PRO

18 Armor Plate

74 +4 18
Set Max HP
STRENGTH +3 DEX +1 WIS
Shield

+4 +5 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
Magic
18 Misc
Temporary Hit Points: Misc
DEXTERITY
Critical hits are regular hits +3 ARMOR

+3 Nonmagical Piercing, Slashing,


Bludgeoning dmg is reduced by 3
CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
10 d10+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 16 ABILITY
SAVE DC
INTELLIGENCE

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) Light Medium Heavy Shields

PRO
PRO

13 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+4 Arcana (Int) > Spell Points 17 LR Improvised Weapons
INTELLIGENCE +4 Athletics (Str) > Second Wind (1d10+10) 1 SR LANGUAGES TOOLS & OTHERS

+4
+1 Deception (Cha) > Action Surge 1 SR Common Type of artisan's tools
+8 History (Int) > Indomitable 1 LR +1 from Human
+5 Insight (Wis) +1 from Guild Artisan
18
>

+1 Intimidation (Cha) >

+4 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

+1 +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+5 Perception (Wis)
12 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < <

CHARISMA +4 Religion (Int) > Weapon Bond < <

+1 +3 Sleight of Hand (Dex) > War Magic < <

+3 Stealth (Dex) [disadv.] > Grapple (on hit with unarmed/improv.)


< <

+1 Survival (Wis) > < <


13 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Unarmed Strike Str Melee +8 1d4+4 Bludgeoning


>
After hitting, can attempt to grapple as a bonus action
DESCRIPTION

Fire Bolt Int 240 ft +8 2d10 Fire


>
Unattended flammable objects ignite (PHB 241)
SENSES Eldritch Blast Cha 240 ft +5 21d10 Force
>
Each d10 is a separate beam requiring separate rolls (PHB 237)
NAME TOTAL NAME TOTAL
Shocking Grasp Int Melee +8 2d8 Lightning
>
Reload Reload Advantage if target is wearing metal armor, target cannot take reactions until its next turn (PHB 275)

Ray of Frost Int 120 ft +8 2d8 Cold


>
Target -10 ft speed until start of my next turn (PHB 271)
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Choose Feature
Add Features
Eldritch Knight, level 10:
Close Quarters Shooting Fighting Style (Fighter 1, UA:LDU 1) I believe that anything worth doing is worth doing right. I can't
+1 bonus to attack rolls I make with ranged attacks help it I'm a perfectionist.
I don't have disadvantage when making a ranged attack while within 5 ft of a hostile
My ranged attacks ignore half and three-quarters cover against targets within 30 ft
Second Wind (Fighter 1, PHB 72) [1d10+10, 1 per short rest] PERSONALITY TRAITS
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
Action Surge (Fighter 2, PHB 72) [1 per short rest] Community: It is the duty of all civilized people to strengthen
I can take one additional action on my turn on top of my normally allowed actions the bonds of community and the security of civilization. (Lawful)
Spellcasting (Eldritch Knight 3, PHB 75) [3 cantrips & 7 spells known]
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability IDEALS
Weapon Bond (Eldritch Knight 3, PHB 75)
I can bond with up to two weapons by spending a short rest with each The workshop where I learned my trade is the most important
I can't be disarmed of a bonded weapon and I can summon one as a bonus action place in the world to me.
War Magic (Eldritch Knight 7, PHB 75)
When I use my action to cast a cantrip, I can make a weapon attack as a bonus action
BONDS
Indomitable (Fighter 9, PHB 72) [1 per long rest]
I can reroll a failed saving throw, but must keep the new result
I'm never satisfied with what I have I always want more.
Eldritch Strike (Eldritch Knight 10, PHB 75)
A creature hit by my weapon attack has disadv. on the save vs. the next spell I cast
This lasts until the end of my next turn
FLAWS

Feature Name: Guild Membership

5 gp membership fees per month: The guild offers lodging if


possible. In case of being accused of a crime, the guild will support
me if a good case can be made for my innocence or the crime is
justifiable. I can also gain access to powerful political figures
through the guild, as long as I'm in good standing and the guild is
paid enough.
BACKGROUND FEATURE

Human (+1 to all ability scores)

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
91 - 180 lb
> > >
HEAVILY ENCUMBERED
> > >
181 - 270 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 271 - 540 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
> FEAT: Tavern Brawler (PHB, page 170)
I am proficient with improvised weapons. My unarmed strike
does 1d4 damage. When I hit a creature with an unarmed strike
or improvised weapon on my turn, I can attempt to grapple the
target as a bonus action. [+1 Strength or Constitution]

> FEAT: Spell Sniper [Warlock] (PHB, page 170)


Any spell that I cast that has a ranged attack roll has its range
doubled and ignores half cover and three-quarters cover. I learn
one warlock cantrip that requires an attack roll. Charisma is my
spellcasting ability for this.

> FEAT: Magic Initiate [Wizard] (PHB, page 168)


I learn two cantrips and one 1st-level spell of my choice from the
wizard's spell list.
I can cast the spell it at its lowest level once per long rest.
Intelligence is my spellcasting ability for these.

> FEAT: Heavy Armor Master (PHB, page 167)


While wearing heavy armor, bludgeoning, piercing, and slashing
damage taken from nonmagical weapons is reduced by 3. [+1
Strength]

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
Ironman
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

CLICK HERE
TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

CLICK HERE
TO CHANGE
THIS ICON

COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

2 3 5 6 7 9 10 11 13
Ironman USE 1LR USE 1LR USE 1LR USE 1LR
SPELL POINT
SPELL COST
SLOTS
CHARACTER NAME

ELDRITCH KNIGHT SPELLS Intelligence +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Acid Splash 1 crea or 2 crea within 5 ft of each other save or 1d6 Acid dmg; +1d6 at CL 5, 11, and 17 Dex Conj 1a 60 ft V,S Instantaneous P 211
> Fire Bolt Spell attack for 1d10 Fire dmg; unattended flammable objects ignite; +1d10 at CL 5, 11, and 17 Evoc 1a 120 ft V,S Instantaneous P 241
> Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of your next turn; +1d8 at CL 5, 11, and 17 Evoc 1a 60 ft V,S Instantaneous P 271

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Burning Hands 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
> Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) Evoc 1a 90 ft V,S,M Instantaneous P 221
> Magic Missile 3+1/SL darts hit creature(s) you can see for 1d4+1 Force dmg per dart Evoc 1a 120 ft V,S Instantaneous P 257
> Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282
> Witch Bolt Spell attack 1d12+1d12/SL Lightning dmg; 1 a, if consecutive, for dmg again; ends if out of range Evoc 1a 30 ft V,S,M Conc, 1 min P 289

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Aganazzar's Scorcher 30-ft long 5-ft wide line all creatures 3d8+1d8/SL Fire dmg; save halves Dex Evoc 1a 30-ft line V,S,M Instantaneous E 15
> Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray Evoc 1a 120 ft V,S Instantaneous P 273

SPELL SNIPER SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams Evoc 1a 120 ft V,S Instantaneous P 237

MAGIC INITIATE SPELLS Intelligence +8 DC 16


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Gust Med. or smaller crea save or push 5 ft; or push unattended 5 lb obj 10 ft; or harmless sensory effect Str Trans 1a 30 ft V,S Instantaneous E 19
> Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 Evoc 1a Touch V,S Instantaneous P 275

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
1
LR Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you Abjur 1 rea Self V,S 1 rnd P 275
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Cant move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see Two- TOTAL Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Cant see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creatures SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

You might also like