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) Player: Age: Name: Class: Experience: Hair :  Alignment: Eyes: Gender: AC + + ARMOR BONUS MAGIC + + SHIELD BONUS DEXTERITY MOD MISC MOD 1 + MISC MOD 2 STEALTH DISADV. HIT D + TEMPORARY  HP WOUNDS  Initiative + DEX MISC. Attacks Health ATTACKS PER  ACTION  Actions SPEED SPEED ENCUMBERED R ESISTANCE HALF  DAMAGE R ECOVER  HALF  OF  YOUR  MAXIMUM HIT DICE AFTER A LONG R EST. MEDIUM ARMOR (MAX = ) HEAVY ARMOR (MOD = 0) DICE Faith: Skin: AMMUNITION TOTAL AC DURING R EST Size: Race: Height:  W eight: Background:  Next level: Skills Proficiency  Bonus Passive Perception S  enses Limited Features F EATURE MAX. USAGES R  ECOVERY USED INSPIRATION Saving Throw Advantages / Disadvantages BONUS  A CTIONS  R EACTIONS  D D D  AND BONUS NAME (ABILITY) P ROF. EXP. ADV DIS TYPE AMMUNITION TOTAL TYPE LEVEL  DIE  CON  USED USED THIS R OUND Defense I  DC10 II III  I    I    I       I    I DEATH SAVING THROWS DIE  LIVE Ability Save DC = 8 + PR BONUS OFIENCY  +  Combat Abilities STR D  EX  CON  I IN T ELLIGENCE  NT  W IS  CHA ABILITY MODIFIER  SAVING THROW P ROF . BONUS  WISDOM STRENGTH DEXTERITY CONSTITUTION CHARISMA LEVEL M  A  X HI  T POIN  T S HP CURRENT Show extra features 7  Adalid Knight  Adán Paladin 2, Cleric (Arcana Domain) 4, Storm Sorcerer 1, 23.000  Add: 34.000 Faction Agent The Harpers  Aasimar Medium Female Black Cobalt Blue P21ale white 21 Neutral Good 13 +1 +1 10 0 0 14 +2 +2 9 -1 -1 16 +3 +6 18 +4 +7 15 Charisma 14  Wisdom 13 Darkvision 60 ft +3 SR LR  Dawn Divine Sense 5 LR Lay on Hands 10 LR Channel Divinity 1 SR Lesser Restoration 1 LR Daylight 1 LR 0 +3 +2 +1 +7 -1 +6 +7 -1 +3 -1 +3 +4 +7 +2 0 0 +3  Tool 0 0 30 ft 20 ft  30 21 Plate +3 5 +3 0  2 3 Defender 1 Defense Fighting Style 10 Necrotic Radiant  Heal 66 2 10 2 4 8 2 1 6 2 P ROF ABILITY 1 Longsword   Str Melee +4 1d8+1 Slashing Versatile (1d10), Defender Warhammer   Str Melee +4 1d8+1 Bludgeoning Versatile (1d10),  Reload Reload  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 Divine Sense Lay on Hands Channel Divinity: Turn Undead Lesser Restoration Daylight Tempestuous Magic (after casting) Opportunity Attack    M   o   r   e    P   u   r   p    l   e    M   o   r   e    B   e    t    t   e   r       s    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   r   v    9  .    9  .    6     (    A    4     ) Hide 2nd DC

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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)

Player:

Age:

Name:Class: Experience: 

Hair : Alignment:

Eyes:Gender:

AC

+

+

ARMOR BONUS

MAGIC

+

+

SHIELDBONUS

DEXTERITY 

MOD 

MISC

MOD 1+

MISC MOD 2

STEALTHDISADV.

HIT

D +

TEMPORARY  HP 

WOUNDS

 Initiative +

DEX MISC.

Attacks

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)

DICE

Faith:Skin:

AMMUNITION

TOTAL

AC DURING R EST

Size:Race: Height:   W eight:Background: 

Next level:

Skills

Proficiency Bonus

Passive Perception

S enses

Limited Features

F EATURE MAX.USAGES R   ECOVERY  USED

INSPIRATION

aving Throw Advantages / Disadvantages

BONUS A CTIONS   R EACTIONS

 D D D  AND

BONUS NAME (ABILITY) P ROF. EXP.ADV

DIS

PE

AMMUNITION

TOTALTYPE

LEVEL   DIE   CON   USED

USED THIS R OUND

Defense

I   DC10

II

III   I   I   I

   I   I

   I

DEATH SAVING THROWS

DIE   LIVE

Ability Save DC

= 8 + 

PR 

BONUS

OFIENCY  

+

 Combat

Abilities

STR

D EX

 CON

 IIN T ELLIGENCE

 NT

 W IS

 CHA

ABILITY  MODIFIER   SAVING THROW  P ROF .BONUS

 WISDOM

STRENGTH

DEXTERITY 

CONSTITUTION

CHARISMA 

EVEL

M A  X HI T POIN T S

HP

CURRENT

Show extra features

7 Adalid Knight   AdánPaladin 2, Cleric (Arcana Domain) 4, Storm Sorcerer 1,

23.000  Add: 34.000Faction Agent The Harpers

 Aasimar  Medium

Female Black Cobalt Blue P21ale white21 Neutral Good

13 +1 +1

10 0 0

14 +2 +2

9 -1 -1

16 +3 +6

18 +4 +7

15  Charisma 14 Wisdom

13Darkvision 60 ft 

+3

SR LR   Dawn

Divine Sense 5 LR

Lay on Hands 10 LRChannel Divinity 1 SR

Lesser Restoration 1 LR

Daylight 1 LR

0

+3

+2+1

+7

-1

+6

+7

-1

+3

-1

+3

+4+7

+2

0

0

+3

 Tool

0 0 30 ft 20 ft  

30

21 Plate +3

5  +3

0   2

3 Defender 

1 Defense Fighting Style

10

Necrotic

Radiant 

 

Heal

662 10 2

4 8 2

1 6 2

P ROF ABILITY 1

ongsword   Str  Melee +4 1d8+1 Slashing

ersatile (1d10), Defender 

Warhammer    Str  Melee +4 1d8+1 Bludgeoning

ersatile (1d10),

 

oad Reload

 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

Divine Sense

Lay on Hands

Channel Divinity: Turn Undead

Lesser Restoration

Daylight 

Tempestuous Magic (after casting) Opportunity Attack

   M  o  r  e   P  u  r  p   l  e   M  o  r  e   B  e   t   t  e  r    '  s   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  r  v   9 .   9 .   6

    (   A   4    )

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Class Features

Background Feature

F EAT:

PERSONALITY  T RAIT S

IDEAL

BOND

FLAW 

ADVENTURING GEAR  # ADVENTURING GEAR 

ENCUMBERED

-

STR ×

  Light Medium HeavySimple Martial Other: 

F EAT:

F EAT:

F EAT:

F EAT:

TOTAL WEIGHT

#

SUBTOTAL SUBTOTAL

HEAVILY ENCUMBERED

P

USH

D

RAG

L

IFT

SPEED =

STR ×

©DESIGN BY  JAVIER  AUMENTE - [email protected]; EDITS & F ORM F IELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF  THE COAST

Tools & Others P LATINUM GOLD ELECTRUM SILVER  COPPER  LIFESTYLE:= 10 GP   =10SP = 5 SP =10CP 

GEMS AND OTHER VALUABLES:

DAILY PRICE:

STR ×

-

DISADV. STR, DEX, CON

GEAR & COINS

Shields

Racial Traits

Languages

 Background

rmor:

eapons:

 Features

Proficiencies

 Feats

 Equipment

 Add Features

Choose Feature

 Add Equipment

ATTUNED MAGICAL ITEMS (MAX 3)

asimar (+1 Wisdom, +2 Charisma)

elestial Legacy:

I know the Light cantrip.

Once I reach 3rd level, I can cast the Lesser Restoration spell once per long rest.

Once I reach 5th level, I can cast the Daylight spell once per long rest.

Charisma is my spellcasting ability for these spells.

aladin, level 2:

Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]

As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft

Until the end of my next turn, I sense the type/location if it is not behind total cover

Lay on Hands (Paladin 1, PHB 84) [10× per long rest]

As an action, I can use points in my pool to heal a touched, living creature's hit points

I can neutralize poisons/diseases instead at a cost of 5 points per affliction

Defense Fighting Style (Paladin 2, PHB 84)

+1 bonus to AC when I'm wearing armor

Spellcasting (Paladin 2, PHB 84)I can cast prepared paladin spells, using Charisma as my spellcasting ability

I can use a holy symbol as a spellcasting focus

Divine Smite (Paladin 2, PHB 84)

When I hit someone in melee, I can expend spell slots to do 2d8 extra radiant damage

This increases by 1d8 for each spell slot level above 1st and 1d8 against undead/fiends

eric (Arcana Domain), level 4:

Spellcasting (Cleric 1, PHB 58)

I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability

I can use a holy symbol as a spellcasting focus

I can cast my prepared cleric spells as rituals if they have the ritual tag

Arcane Initiate (Arcana Domain 1, SCAG 125)

I gain proficiency with Arcana and two wizard cantrips that count as cleric cantrips

Channel Divinity (Cleric 2, PHB 58) [1× per short rest]

I can channel divine energy to cause an effect; the save for this is my cleric spell DCChannel Divinity: Turn Undead (Cleric 2, PHB 59)

As an action, all undead within 30 ft that can see/hear me must make a Wisdom save

If an undead fails this save, it is turned for 1 minute or until it takes any damage

Turned: move away, never within 30 ft of me, no reactions or actions other than Dash

Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds

Channel Divinity: Arcane Abjuration (Arcana Domain 2, SCAG 125)

As an action, one celestial, elemental, fey, or fiend within 30 ft must make a Wis save

If it fails and is be able to see/hear me, it is turned for 1 min or until it takes damage

Turned: move away, never within 30 ft of me, no reactions or actions other than Dash

Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds

If its CR is low enough and it is not on its home plane, it is banished for 1 min instead

Banished: sent to home plane, reappearing where it was if the effect ends before 1 min

torm Sorcerer, level 1:

Spellcasting (Sorcerer 1, PHB 101)

I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability

I can use an arcane focus as a spellcasting focus

Wind Speaker (Storm Sorcery 1, SCAG 137)

I can speak, read, and write Primordial (and its dialects Aquan, Auran, Ignan, Terran)

afe Haven

s a faction agent, I have access to a secret network of support and operatives who can

rovide assistance on my adventures. I know secret signs and passwords to identify such

peratives, who can provide me with access to a hidden safe house, free room and board,

r assistance in finding information. These agents never risk their lives or identity for me.

ommon

rimordial

elestial

from Faction Agent 

I venerate a distinct hero of my faith, and persistently reference that individual's

accomplishments and lessons. I am accepting (or unaccepting) of other faiths and honor

(or dishonor) the devotion to other deities.

 Aspiration: I aim to demonstrate myself worth my deity's favor by paralleling my actions

against their instruction. (Any)

 Actor   (PHB, page 165)

 Advantage on Charisma (Deception) and (Performance) if trying to pass as another. I can

mimic a person's speech or other creature's sounds if I've heard it for at least 1 minute.

Wisdom (Insight) vs. Charisma (Deception) to determine the sound is faked. [+1 Charisma]

LBS

66 -130 lb

131 -195 lb

196 -390 lb

5 10 15 - 30

the latest version of this sheet on enworld.org

   M  o  r  e   P  u  r  p   l  e   M  o  r  e   B  e   t   t  e  r    '  s   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  r  v   9 .   9 .   6

    (   A   4    )

10 FT SPEED 20 FT SPEED 5 FT

LBS

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Magic Items

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.

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

   ©   D   E   S   I   G   N   B   Y   J   A   V   I   E   R   A   U   M   E   N   T   E  -   J   A   A   U   V   E   L   @   G   M   A   I   L .   C   O   M  ;   E   D

   I   T   S   &   F   O   R   M   F   I   E   L   D   S   B   Y   J   O   O   S   T   W   I   J   N   E   N  -

   F   L   A   P   K   A   N   @   G   M   A   I   L .   C   O   M .   T

   H   E   D   &   D   L   O   G   O   A   N   D   D   R   A   G   O   N   S   A   R   E   ©   W   I   Z   A   R   D   S   O   F   T   H   E   C   O   A   S   T

 Exhaustion

MAGIC ITEM:

Status   Possessions

ash  Action

isengage  Action

odge  Action

scape Grapple  Action

elp  Action

ide  Action

verrun 

Action or

eady 

Bonus Action

Action

earch  Action

umble  Action orBonus Action

se Object  Action

isarm  Attack

rapple  Attack

Mark  Melee

Attack

hove  Attack

Move Grappled  Move

alf Cover  

hree-Quarters Cover  

otal Cover  

 You gain your Speed as extra movement this turn.

 Your movement doesn’t provoke Opportunity Attacks for therest of the turn.

Disadvantage on Attack Rolls against you. You have Advantageon DEX Saving Throws.

STR (Athletics) or DEX (Acrobatics) check vs. opponent’s STR(Athletics) check to be free of the grappled condition.

 You give an ally Advantage on the next Ability Check or AttackRoll it makes vs. an opponent within 5 ft of you.

DEX (Stealth) check vs. opponent’s WIS (Perception) check.

 Win opposing STR (Athletics) check to move through opponent’sspace once this turn. Advantage if you are larger than opponentand disadvantage if you are smaller than opponent.

 You choose an action you will take in response to a trigger, usingyour Reaction. Readying a spell requires concentration.

 You search for something.

 Win opposing DEX (Acrobatics) check to move throughopponent’s space once this turn.

 You interact with an object. You can interact with an object once per turn for free.

 Weapon attack roll vs. opponent’s STR (Athletics) or DEX(Acrobatics) check to knock one item from its grasp. You havedisadvantage if opponent is holding item with two or morehands. Opponents larger than you have advantage

disadvantage

 Win STR (Athletics) check vs. opponent’s STR (Athletics) or DEX(Acrobatics) check. Can only start grapple with opponents thatare up to one size category larger than yourself.

 Together with a melee attack you can mark the target of thatattack. Until the end of your next turn, make one opportunity

attack against the marked target with advantage withoutexpanding your reaction.

 Win opposing STR (Athletics) check to move opponent 5 ft back.Disadvantage if trying to move the opponent to a side.

Bring grappled opponent along with you as part of your moveaction, but can only move half speed unless the opponent istwo or more size categories smaller than you.

.s w or h T gni v aS X EDot2+dnaCAot2+niaguo Y 

.s w or h T gni v aS X EDot5+dnaCAot5+niaguo Y 

 You cannot be targeted directly by an attack or a spell, althoughsome spells can reach you by including you in its area of effect.

GEAR  # #

TOTALWEIGHT

Other Holdings

TOTALWEIGHT

GEAR 

 Combat Rules

 Adalid Knight 

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 Extra Equipment

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Allies & Organizations

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Appearance

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AC

Passive Perception

D +

LEVEL DIE CON

WOUNDS

+

DEXMISC.

Health

USED

HIT DICE

ATTACK / DESCRIPTION TO HIT DAMAGE DAMAGE TYPER ANGE

SENSES / SKILL P ROFICIENCIES

Attacks ATTACKSPER  ACTION

Skills

Speed

 niti tive

Age:Size: Weight: 

Gender:Name:Race:Height:

Features Annotations

Defense

©DESIGN BY  JAVIER  AUMENTE - [email protected]; EDITS & F ORM F IELDS BY JOOST WIJNEN - [email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF  THE COAST

TEMPORARY  HP 

I   DC10

II

III   I   I   I

   I   I

   I

DEATH SAVING THROWS

DIE   LIVE

STR

D EX

 CON

 IIN T ELLIGENCE

 NT

 W IS

 CHA

ABILITY  MODIFIER   SAVING THROW

BONUS

 WISDOM

STRENGTH

DEXTERITY 

CONSTITUTION

CHARISMA 

 Notes

 Companion

M A  X HI T POIN T S

HP

CURRENT

Medium

10 0

10 0

10 0

10 0

10 0

10 0

0

0

0

0

0

0

 

Heal

0 0

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    (   A   4    )