adine - wizard - character sheet
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7/25/2019 Adine - Wizard - Character Sheet
http://slidepdf.com/reader/full/adine-wizard-character-sheet 1/6
D +
D +
Acrobatics (DEX)
Animal Handling (WIS)
Arcana (INT)
Athletics (STR)
Deception (CHA)
History (INT)
Insight (WIS)
Intimidation (CHA)
Investigation (INT)
Medicine (WIS)
Nature (INT)
Perception (WIS)
Performance (CHA)
Persuasion (CHA)
Religion (INT)
Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)
STRSTRENGTH
D EXDEXTERITY
CONCONSTITUTION
IINT LLIG N
NT
W IS WISDOM
CHACHARISMA
ABILITY MODIFIER SAVING THROW
EVEL
Player:
Age:
Name:Class: Experience:
Hair : Alignment:
Eyes:Gender:
P ROF .BONUS
Combat
AC
+
+
ARMOR
BONUS
MAGIC
+
+
SHIELD
BONUS
DEXTERITY
MOD
MISC
MOD 1
+MISC MOD 2
STEALTH
DISADV.
M X HIT POINTS
HP
HIT
D +
LEVEL DIE CON
TEMPORARY HP
CURRENT
WOUNDS
Initiative +
DEX MISC.
Attacks
Defense Health
ATTACKS
PER ACTION
Actions
SPEED
SPEED
ENCUMBERED
R ESISTANCE
HALF DAMAGER ECOVER HALF OF YOUR MAXIMUM
HIT DICE AFTER A LONG R EST.
MEDIUM ARMOR (MAX = )
HEAVY ARMOR (MOD = 0)
USED
S AV ING T H R O W
S
I
III
II
I
I I I
I I
DC
DICE
Faith:Skin:
MUNITION
AC DURING R EST
Size:Race: Height: W eight:Background:
Next level:
Skills
Abilities
Ability save DC
= 8+ MODIFIER PR OF IENCY BONUS
Proficiency Bonus
Passive Perception
S enses
Limited Features
F EATURE MAX.USAGES R ECOVERY USAGES
INSPIRATION
aving Throw Advantages / Disadvantages
+
BONUS A CTIONS R EACTIONS
D D D AND
BONUS NAME (ABILITY) P ROF. EXP .ADV
DIS
Show extra features
4 Adine Storwind ElfaEvoker
2.700 Add: 6.500Sage Librarian
Human Medium 175 58Female Blonde Fair
Mystra
11 0 0
18 +4 +4
15 +2 +2
18 +4 +6
14 +2 +4
16 +3 +3
v. on Con (Concentration) saves when damaged
14 INTELLIGENCE
12
+2
SR LR
Arcane Recovery (2 levels of spell slots) 1 Day
+4
+2
+60
+3
+6
+2
+3
+6
+2
+4
+2
+3+3
+6
+4
+4
+2
Tool
+4 4 30 ft 20 ft
17
13 Mage Armor
4 2
Mage Armor (13 + Dex mod)
14
Heal
264 6 2
P ROF ABILITY
1uarterstaff Str Melee +2 1d6 Bludgeoning
ersatile (1d8)
ire Bolt Int 120 ft. +6 1d10 Fire
nattended flammable objects ignite (PHB 241)
Attack / Cast a Spell
Dash / Disengage / Dodge
Escape Grapple / Help / Hide
Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove
Opportunity Attack
et Ammo D & D 5 t h e d i t i o n C h a r a c t e r S h e e t / G e n e r a t o
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Features
Racial Traits
Class Features
Background Feature
Feats
F EAT:
BackgroundPERSONALITY T RAIT S
IDEAL
BOND
FLAW
Equipment
ADVENTURING GEAR # WHT. ADVENTURING GEAR
ENCUMBERED
DISADVANTAGE WITH:
CHECKS, ATTACKS, SAVES
THAT USE STR, DEX, CON
-10 FT. SPEED
rmor: Light Medium Heavy Shields eapons: Simple Mar tial Other:
F EAT:
F EAT:
F EAT:
F EAT:
ATTUNED MAGICAL ITEMS (MAX 3)
TOT L WEIGHT
P LATINUMP IECES
1 PP = 10 GP
GOLDP IECES
1 GP = 10 SP
ELECTRUM
P IECES
1 EP = 5 SP
SILVER P IECES
1 SP = 10 CP
COPPER P IECES
LIFESTYLE:
DAILY PRICE:
GEMS AND OTHER VALUABLES:
# WHT.
rofi ien ies
SUBTOTAL SUBTOTAL
HEAVILY ENCUMBERED
P
USH
D
RAG
L
IFT
SPEED=
5 FT.
-20 FT. SPEED
GEAR & COINS
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & F ORM F IELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
STR ×STR ×STR×
Languages
Tools and Other Proficiencies
Add Features
Choose Feature
Add Equipment
uman (+1 to all ability scores)
Dagger, Dart, Light Crossbow, Quarterstaff, Sling
voker, level 4:
Spellcasting (Wizard 1, PHB 114)
I can cast prepared Wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus
I can cast all Wizard spells in my spellbook as rituals if they have the ritual tag
Arcane Recovery (Wizard 1, PHB 115) [2 levels of spell slots, 1× per day]
Once per day after a short rest, I can recover a number of 5th level or lower spell slots
Evocation Savant (School of Evocation 2, PHB 117)
I half the gp and time needed to copy evocation spells into my spellbook
Sculpt Spells (School of Evocation 2, PHB 117)If I cast an evocation spell affecting others I can see, I can protect 1 + the spell's level
The chosen automatically succeed on their saving throws vs. the spell
They also take no damage if the spell would normally deal half damage on a save
esearcher
hen I attempt to learn or recall a piece of lore, if I do not know that information, I
ten know where and from whom I can obtain it. Usually, this information comes from a
brary, scriptorium, university, or a sage or other learned person or creature. Unearthing
he deepest secrets of the multiverse can require an adventure or even a whole campaign.
ommonvish, Draconic (Sage)
rimordial (Human)
I've read every book in the world’s greatest libraries— or I like to boast that I have.
Knowledge - The path to power and self-improvement is through knowledge. (Neutral)
My life’s work is a series o f tomes related to a specific field of lore.
Most people scream and run when they see a demon. I stop and take notes on its
anatomy.
Spell Sniper
Spells with an ranged attack roll have their range doubled and ignore half cover and
three-quarters cover; I learn one cantrip that requires an attack roll. The spellcasting
ability for this cantrip depends on the spell list it is chosen from.
Quarterstaff [Arcane Focus too]
Spell component pouch
Scholar's Pack
Spellbook
Ink, paper, quill
Knife
Letter of whatever
Clothing
Pouch Adventurer's Kit
0 0
56 -110 lb. 111 -165 lb. 166 -330 lb. 5,4 lb.5 10 15 - 30
131 10 130Modest
1 gp
the latest version of this sheet on enworld.org
D & D 5 t h e d i t i o n C h a r a c t e r S h e e t / G e n e r a t o
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t tus
Magic Items
MAGIC ITEM: ATTUNED
CHARACTER:
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
Conditions
BlindedFail checks involving sight; attacks havedisadvantage; enemy attacks have advantage.
CharmedCannot harm the charmer; charmer hasadvantage on any social interaction.
DeafenedFail checks involving hearing.
FrightenedCheck and attacks have disadvantage whensource of fear is in sight; cannot willingly movecloser to the source of fear.
GrappledSpeed drops to 0.
IncapacitatedCannot take actions or reactions.
InvisibleCannot be seen (normally); attacks haveadvantage; enemy attacks have disadvantage.
ParalyzedBecome incapacitated; fail Str and Dex savinghrows; enemy attacks have advantage; enemy
attacks within 5 ft are critical hits; cannotspeak, move or take physical actions.
PetrifiedBecome incapacitated; become paralyzed; gainresistance to all damage; stop aging; immuneto poison or disease; weight increase by afactor of 10.
PoisonedAbility checks have disadvantage; attacks have
disadvantage.
ProneOnly move by crawling or stand up; attackshave disadvantage; enemy attacks haveadvantage if within 5 ft or have disadvantageotherwise.
RestrainedSpeed drops to 0; attacks have disadvantage;enemy attacks have advantage; Dex savingthrows have disadvantage.
StunnedBecome incapacitated; fail Str and Dex savingthrows; enemy attacks have advantage;cannot move; can only speak falteringly.
UnconsciousBecome incapacitated; fall prone and drop what you are holding; fail Str and Dexsaving throws; enemy attacks have advantage;enemy attacks within 5 ft are critical hits.
Exhaustion
VEL EFFECT (CUMULATIVE) F I NI S HI N GA L O N GR E S T R E D U C E S
T H E E X HA U S T I O N L E V E L B Y 1 ,
P R O V I D E DT HA
T Y O UA L S OI N G E S T E D
S O M E F O ODA NDDR I NK .
Disadvantage on Ability Checks
Speed halved
Disadvantage on Attack Rolls and Saving Throws
Hit Point maximum halved
Speed reduced to 0
Death
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
MAGIC ITEM: ATTUNED
Notes
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & F ORM F IELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
Extra Equipment
GEAR # WHT. GEAR # WHT.
TOTALWEIGHT TOTALWEIGHT
Other Holdings
Possessions
Adine Storwind
0 0
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ackground
Organiz ation Symbol
Character Portrait
Appearance
Enemies
Character History
Allies & Organizations
Reset Portrait
The Cult of the Dragon
he Harpers
OALS
Gather information throughout Faerûn.
Promote fairness and equality by covert means.
Thwart tyrants and leaders, governments, and
rganizations that grow too powerful.
Aid the weak, poor and oppressed.
ELIEFS
One can never have too much information or arcane
nowledge.
Too much power leads to corruption. The abuse of magic,
n particular, must be closely monitored.
No one should be powerless.
EMBER TRAITS - Harper agents are trained to act alone and rely on their own resources. When they get into
rapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one
nother in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they
se various guises and secret identities to form relationships, cultivate their information networks, and manipulate
thers into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptionsReset Symbol
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STRSTRENGTH
D EXDEXTERITY
CON
CONSTITUTION
IINT LLIG N
NT
W IS WISDOM
CHACHARISMA
ABILITY MODIFIER SAVING THROW
BONUS
ACM X HIT POINTS
HP
Passive Perception
D +
LEVEL DIE CON
TEMP .
WOUNDS
+
DEXMISC.
Health
USED
S AV ING T H R O W
S
I
III
II
I
I I I
I I
DC
HIT DICE
ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPER ANGE
SENSES / SKILL P ROFICIENCIES
Attacks ATTACKSPER ACTION
Skills
Speed
nitiative
Age:Size: Weight:
Gender:Name:Race:Height:
Features Annotations
Notes
Defense
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & F ORM F IELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CompanionMedium
10 0
10 0
10 0
10 0
10 0
10 0
0
0
0
0
0
0
Heal
0 0
ditional Treasure:
1 obsidian (10 GP)
1 Cult of the Dragon insignia
1 Scroll - Purify Food/Water
1 Scroll - Climbing
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Notes
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