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ForgedAnvil CHARACTER GENERATOR_ VARIANT ABILITY SCORES RACE


RACE. Half-Orc
DUNGEONS & DRAGONS 5 EDITION_ VARIANT ENCUMBRANCE
BACKGROUND
+2 Strength, +1 Constitution
BETA 10 VERSION 2,0 VARIANT HUMAN CLASS
Size. Medium
RESET CHARACTER_
PROFICIENCY DICE FEATS
Speed. 30ft
HERO POINTS
ALL DETAILS
Darkvision 60ft
IMPORT CHARACTER_
COLOUR CODE
Menacing. gain proficiency in the Intimidation skill
FACTIONS
Relentless Endurance. if reduced to 0 hit points but not killed outright, drop to 1 HP, regain
COMMUNITY FAQ_ ability after a long rest
Savage Attacks. critical hits with a melee weapon attack allows one additional roll of one of
LANGUAGE EN
CHECK FOR UPDATES_ the weapons damage dice and add to the damage of the critical hit
Languages. Common orcish
1. ABILITY SCORES
FEAT & LEVEL GAINS SAVING THROWS
BACKGROUND. Folk Hero
ABILITY ABILITY RACIAL CLASS MAGIC FINAL ABILITY
ROLL MODIFIER MODIFIER MODIFIER 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A1 A2 MODIFIER SCORE MODIFIER PROFICIENCY OVERRIDE ADJUST Region. Nature
STRENGTH 15 +2 +2 17 +3 Feature. Rustic Hospitality
DEXTERITY 9 1 9 1 Since you come from the ranks of the common folk, you fit in among them with ease.
CONSTITUTION 12 +1 +1 13 +1 Defining Event.
INTELLIGENCE 15 +2 15 +2 INT Skills. Animal Handling, Survival
WISDOM 17 +3 17 +3 WIS Tools. One type of artisan's tools, vehicles (land)
CHARISMA 16 +3 16 +3 Lifestyle. Modest, 1 gp per day
3 HONOR Languages. none
18 SANITY
CLASS. Druid
Armor. Light & medium armor, shields (druids will not wear armor or use shields made of metal)
2. CLASS & LEVEL 3. CHARACTER DETAILS 6. LANGUAGES Weapons. Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
[SELECT OR TYPE YOUR OWN] SCRIPT
Tools. Herbalism kit
LEVEL EXPERIENCE NEXT LEVEL PLAYER NAME Ragnar 1 Common Common Saves. Intelligence, Wisdom
3 900 2.700 CAMPAIGN 2 Undercommon Elvish
Skills. Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion
REGION Nature 3 Sylvan Elvish
and Survival
LEVEL .CLASS. HIT DICE DICE ROLL CHARACTER NAME 4 Select
1 8 5
Druidic
Druid d8 1 ruid RACE Half-Orc RENAME Select
2 6 You know Druidic, the secret language of druids. You can speak the language and use it to
Druid d8 SUBRACE Select RENAME Select
3 Medium 7 leave hidden messages. You and others who know Druidic automatically spot such a message.
Druid d8 SIZE OVERRIDE Select
4 Select SPEED 30 ft ADJUST 8 Select
Others can spot the message with a successful DC15 Wisdom (Perception) check but cant
5 Select Fly OVERRIDE 9 Select decipher it without magic
6 Select Swim 15 ft ADJUST 10 Select Spellcasting
7 Select Long Jump 17 ft ADJUST 11 Select Spell slots: finishing a long rest restores any expended spell slots.
8 Select High Jump 6 ft ADJUST 12 Select You can cast a druid spell as a ritual if that spell has the ritual tag and the spell is prepared.
9 Select Climb 15 ft ADJUST 13 Select Spellcasting focus: druidic focus
10 Select VISION Darkvision 60ft OVERRIDE 14 Select Druid Circle (Land - Grassland)
11 Select BACKGROUND Folk Hero RENAME 15 Select Wild Shape
12 Select FEATURE Rustic Hospitality Magically assume the shape of a beast you have seen before:
13 Select Defi DEFINING EVENT [SELECT OR TYPE YOUR OWN] SELECTED 3 OF 3 1 action, max CR , no flying or swimming speed, duration 1 hour
14 Select Wild Shape twice, expended uses are regained after a short or long rest (see PH for details)
15 Select RACE (2) Bonus Cantrip: learn one additional druid cantrip of your choice
16 Select LIFESTYLE Modest OVERRIDE Common orcish Druid Circle Feature (Natural Recovery)
17 Select PERSONALITY TRAITS [SELECT OR TYPE YOUR OWN]
During a short rest recover up to 2 levels of expended spell slots (5th level or lower).
18 Select
1 If someone is in trouble, Im always ready to lend help. You can use this feature again after finishing a long rest.
19 Select BACKGROUND (0)
Circle Spells
20 Select none
2 Im confident in my own abilities and do what I can to instill confidence in others. 2nd (invisibility, pass without trace)
ADDITIONAL HIT POINTS
IDEAL [SELECT OR TYPE YOUR OWN]
PROFICIENCY BONUS +2 ADJUST CLASS (1)
Respect. People deserve to be treated with dignity and respect. (Good)
INITIATIVE 1 ADJUST Druidic
BOND [SELECT OR TYPE YOUR OWN]
CLASS LEVEL HP RENAME
I have a family, but I have no idea where they are. One day, I hope to see them again.
Druid 3 21 SUBCLASS (0)
CLASS 2 FLAW [SELECT OR TYPE YOUR OWN] none
CLASS 3 The people who knew me when I was young know my shameful secret, so I can never go home
TOTAL 3 21 again.
GENDER Male TRAINING
SUBCLASS AGE
Druid Circle Land Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and FEATS (0)
rarely live longer than 75 years.
RENAME none
SUBCLASS 2 Select
RENAME HEIGHT 2,10m 4' 10'' + 2d10
SUBCLASS 3 Select WEIGHT 110 kg 140 lb + 2d10 x 2d6
RENAME SKIN Pale green
## Druid Land Origin Grassland EYES Metallic purple
## Draconic Ancestry Select HAIR Moos Green
## Warlock Pact Boon Select ALIGNMENT Neutral Good
Neutral good folk do the best they can to help others according to their needs. Many celestials, some cloud
giants, and most gnomes are neutral good.
FIGHTING STYLES
STYLE 1 Select RELIGION / PATRON / DEITY Select [SELECT OR TYPE YOUR OWN]
STYLE 2 Select
STYLE 3 Select 7. TOOLS
STYLE 4 Select FACTION [SELECT OR TYPE YOUR OWN] [SELECT OR TYPE YOUR OWN]
RENOWN RANK [SELECT OR TYPE YOUR OWN] 1 Alchemists supplies
EXPERTISE 2 Cooks utensils
EXPERTISE 1 Select Select 3 Woodcarvers tools
EXPERTISE 2 Select Select 4 Select
EXPERTISE 3 Select Select 4. SKILLS 5 Select
EXPERTISE 4 Select Select ADJUST PROF ADJUST PROF 6 Select
Acrobatics (DEX) -1 Medicine (WIS) +5
7 Select
BARBARIAN TOTEM SPIRITS Animal Handling (WIS) +5
Nature (INT) +4
8 Select
TOTEM SPIRIT 1
TOTEM SPIRIT 2
Select
Select
Arcana (INT)
Athletics (STR)
+2
+3
Perception (WIS)
Performance (CHA)
+5
+3
9
10
Select
Select
TOTEM SPIRIT 3 Select Deception (CHA) +3 Persuasion (CHA) +3 11 Select
History (INT) +2 Religion (INT) +2 12 Select
CLERIC KNOWLEDGE DOMAIN SKILLS Insight (WIS) +3 Sleight of Hand (DEX) -1 13 Select
SKILL 1 Select Intimidation (CHA) +5
Stealth (DEX) -1 14 Select
SKILL 2 Select Investigation (INT) +2 Survival (WIS) +5
15 Select

FIGHTER BATTLE MASTER MANEUVERS RACE (1) SELECTED 6 OF 5 SELECTED 3 OF 3


MANEUVER 1 Select Intimidation
MANEUVER 2 Select RACE (0)
MANEUVER 3 Select BACKGROUND (2) none
MANEUVER 4 Select Animal Handling, Survival
MANEUVER 5 Select
MANEUVER 6 Select CLASS (2) BACKGROUND (2)
MANEUVER 7 Select Druid One type of artisan's tools, vehicles (land)
MANEUVER 8 Select Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion
MANEUVER 9 Select and Survival ADDITIONAL DETAILS
MANEUVER 10 Select CLASS (1)
MANEUVER 11 Select Herbalism kit

MONK ELEMENTAL DISCIPLINES


DISCIPLINE 1 Select SUBCLASS (0)
DISCIPLINE 2 Select SUBCLASS (0) none
DISCIPLINE 3 Select none
DISCIPLINE 4 Select
DISCIPLINE 5 Select TRAINING

RANGER FAVORED ENEMIES FEATS


ENEMY 1 Select Select none
ENEMY 2 Select Select
ENEMY 3 Select Select FEATS
none
RANGER NATURAL EXPLORER
TERRAIN 1 Select
TERRAIN 2 Select
TERRAIN 3 Select

RANGER HUNTER FEATURES


FEATURE 1 Select
FEATURE 2 Select
FEATURE 3 Select
FEATURE 4 Select
5. ABILITY SCORE IMPROVEMENT & FEATS 8. STARTING EQUIPMENT & COINAGE ADDITIONAL ACTIVE FEATURES ADDITIONAL ACTIONS
WARLOCK ELDRITCH INVOCATIONS STARTING EQUIPMENT NAME USAGE DURATION RECOVERY USES ACTION
INVOCATION 1 Select ## FEAT 1 Select Background: Folk Hero 1 1
INVOCATION 2 Select ## FEAT 2 Select A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of 2 2
INVOCATION 3 Select ## FEAT 3 Select common clothes, and a belt pouch containing 10 gp 3 3
INVOCATION 4 Select ## FEAT 4 Select 4 4
INVOCATION 5 Select ## FEAT 5 Select Class: Druid 5 5
INVOCATION 6 Select ## FEAT 6 Select (a) a wooden shield or (b) any simple weapon 6 6
INVOCATION 7 Select ## (a) a scimitar or (b) any simple melee weapon 7 7
FEAT 7 Select
Leather armor, an explorer's pack, and a druidic focus
INVOCATION 8 Select ## FEAT 8 Select 8 8
## Additional 1 Select 9 9
Alternatively, you can start with 2d4 x 10 gp
WIZARD BLADESINGER ## Additional 2 Select 10 10
1-H MELEE WEAPON Select ADDITIONAL 11 BONUS ACTION
12 1
WIZARD TRANSMUTER STONE EQUIP MAGIC INITIATE ELEMENTAL ADEPT 13 2
STONE BENEFIT Select Class Select 1 Select 14 3
Cantrip Select 2 Select 15 4
Cantrip Select 3 Select PACK DETAILS Explorer's Pack 5
Level 1 Select 4 Select Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a ADDITIONAL ABILITY FEATURES CONDITIONS EXHAUSTION REACTION
5 Select tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 1 1 LEVEL 1
RITUAL CASTER 50 feet of hempen rope strapped to the side of it. 2 2 2
Class Select WEAPON MASTER 3 3 3
1 Select 4 4 4
SPELL SNIPER 2 Select 5 5 5
Class Select 3 Select AS 1 ATTACK
LIFESTYLE Modest, 1 gp per day
Cantrip Select 4 Select ADDITIONAL DAMAGE RESISTANCE & REDUCTION OTHER SENSES 1
COINAGE DAMAGE RESISTANCE DAMAGE REDUCTION [SELECT OR TYPE YOUR OWN] 2
FEAT LOOKUP Select EXCHANGE OVERRIDE EX CARRIED TOTAL [SELECT OR TYPE YOUR OWN] [SELECT OR TYPE YOUR OWN] 1 3
Platinum PP = 10 GP 1 1 2
Gold GP = 2 EP 2 2
Electrum EP = 5 SP 3 3
Silver SP = 10 CP 4
Copper CP 5
COINS OVERRIDE
WEIGHT
GEMS, JEWELRY, ART OBJECTS OVERRIDE
ITEM [SELECT OR TYPE YOUR OWN] QTY TOTAL VALUE EST VALUE
1
2
3 ADDITIONAL WEAPON AND ARMOR PROFICIENCIES
4 WEAPONS ARMOR
5 1 1
6 2 2
7 3 3
8 4 4
9
10
11
12
13
14
15
16

9. EQUIPMENT WORN 10. ARMOR & SHIELD 11. ATTACKS


ARMOR SHIELD ATTACK 1 ATTACK 2 ATTACK 3 ATTACK 4 ATTACK 5 ATTACK 6
HEAD Studded leather Shield WEAPON Club Javelin Sling Select Select Select
HEADBAND, HAT, HELMET, OR PHYLACTERY BONUS BONUS
AMMUNITION Stones
EYES NAME Studded leather Shield BONUS
EYE LENSES OR GOGGLES DUELING DUELING DUELING DUELING DUELING DUELING
2 GROUP light Shield
NAME Club Javelin Sling
NECK 3 PROFICIENT proficient proficient
AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB 4 ARMOR CLASS 12 +2 GROUP Simple Melee Simple Melee Simple Ranged
5 DEX MODIFIER 1 - PROFICIENT proficient proficient proficient
SHOULDERS 6 STRENGTH - - ATTACK BONUS +5 +5 +1
CLOAK, CAPE OR MANTLE 7 STEALTH - - DAMAGE 1d4+3 1d6+3 1d4-1
8 WEIGHT 13 lb 6 lb TYPE bludgeoning piercing bludgeoning
RINGS 9 PROPERTIES proficient, Don: 1min, Doff: proficient RANGE - 30/120 30/120
RIGHT HAND 1min WEIGHT 2 lb 2 lb 0 lb
PROPERTIES proficient, light proficient, thrown, underwater proficient, ammunition
RINGS
LEFT HAND OVERRIDES
NAME
HANDS
GLOVES OR GAUNTLETS GROUP OVERRIDES
PROFICIENT
NAME
ARMS / WRISTS ARMOR CLASS
BRACERS OR BRACELETS DEX MODIFIER AMMUNITION
STRENGTH GROUP
BODY STEALTH PROFICIENT
ROBE OR SUIT OF ARMOR WEIGHT ATTACK BONUS
PROPERTIES DAMAGE
TORSO TYPE
VEST, VESTMENT, OR SHIRT RANGE
WEIGHT
WAIST PROPERTIES
BELT OR GIRDLE OTHER ARMOR
NAME
FEET
BOOTS, SHOES, OR SLIPPERS ARMOR CLASS
PROPERTIES

FAMILIAR / ANIMAL COMPANION / MOUNT / PET


1 TITLE Wild Shape OVERRIDES
NAME
ANIMAL Giant Wolf Spider RESISTANCES ANIMAL [SELECT OR TYPE YOUR OWN] RESISTANCES
REF MM330 STR DEX CON INT WIS CHA IMMUNITY STR DEX CON INT WIS CHA IMMUNITY
ABILITY SCORES 12 +1 16 +3 13 +1 15 +2 17 +3 16 +3 VULNERABLITY ABILITY SCORES VULNERABLITY
SAVING THROWS +1 +3 +1 +4 +5 +3 LANGUAGES SAVING THROWS LANGUAGES
SKILLS ADJUST SKILLS ADJUST ADJUST ADJUST

PASSIVE PERCERPTION 15 Acrobatics +3 Insight +3 Performance +3 PASSIVE PERCERPTION ADJUST Acrobatics Insight Performance
PROFICIENCY BONUS +2 Animal Handling +5 Intimidation +5 Persuasion +3 PROFICIENCY BONUS Animal Handling Intimidation Persuasion
CR Arcana +2 Investigation +2 Religion +2 CR Arcana Investigation Religion
HD (2d8+2) Athletics +1 Medicine +5 Sleight of Hand +3 HD ADJUST Athletics Medicine Sleight of Hand
HP 11 Deception +3 Nature +4 Stealth +7 HP ADJUST Deception Nature Stealth
INITIATIVE +3 History +2 Perception +5 Survival +5 INITIATIVE ADJUST History Perception Survival
AC 13 TRAITS AC ADJUST TRAITS
ARMOR (none) Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ARMOR [SELECT OR TYPE YOUR OWN]
OTHER AC ability check. OTHER AC [SELECT OR TYPE YOUR OWN]
TYPE Beast Web Sense. Know the exact location of any other creature in contact with the same web. TYPE [SELECT OR TYPE YOUR OWN]
ALIGN unaligned Web Walker. Ignore movement restrictions caused by webbing ALIGN [SELECT OR TYPE YOUR OWN]
SIZE Medium SIZE [SELECT OR TYPE YOUR OWN]
SPEED 40 ft SPEED ADJUST
OTHER climb 40ft OTHER
SENSES passive Perception 15, darkvision 60ft, blindsight 10ft SENSES
ACTIONS ACTIONS
1 Bite melee +5, 5ft, 1d6+3 piercing, 2d6 poison DC11 Con save 1
2 2
3 3
4 4

2 TITLE Wild Shape OVERRIDES


NAME
ANIMAL Giant Badger RESISTANCES ANIMAL [SELECT OR TYPE YOUR OWN] RESISTANCES
REF MM323 STR DEX CON INT WIS CHA IMMUNITY STR DEX CON INT WIS CHA IMMUNITY
ABILITY SCORES 13 +1 10 +0 15 +2 15 +2 17 +3 16 +3 VULNERABLITY ABILITY SCORES VULNERABLITY
SAVING THROWS +1 +0 +2 +4 +5 +3 LANGUAGES SAVING THROWS LANGUAGES
SKILLS ADJUST SKILLS ADJUST ADJUST ADJUST

PASSIVE PERCERPTION 15 Acrobatics +0 Insight +3 Performance +3 PASSIVE PERCERPTION ADJUST Acrobatics Insight Performance
PROFICIENCY BONUS +2 Animal Handling +5 Intimidation +5 Persuasion +3 PROFICIENCY BONUS Animal Handling Intimidation Persuasion
CR Arcana +2 Investigation +2 Religion +2 CR Arcana Investigation Religion
HD (2d8+4) Athletics +1 Medicine +5 Sleight of Hand +0 HD ADJUST Athletics Medicine Sleight of Hand
HP 13 Deception +3 Nature +4 Stealth +0 HP ADJUST Deception Nature Stealth
INITIATIVE +0 History +2 Perception +5 Survival +5 INITIATIVE ADJUST History Perception Survival
AC 10 TRAITS AC ADJUST TRAITS
ARMOR (none) Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell ARMOR [SELECT OR TYPE YOUR OWN]
OTHER AC OTHER AC [SELECT OR TYPE YOUR OWN]
TYPE Beast TYPE [SELECT OR TYPE YOUR OWN]
ALIGN unaligned ALIGN [SELECT OR TYPE YOUR OWN]
SIZE Medium SIZE [SELECT OR TYPE YOUR OWN]
SPEED 30 ft SPEED ADJUST
OTHER burrow 10ft OTHER
SENSES passive Perception 15, darkvision 30ft SENSES
ACTIONS ACTIONS
1 Multiattack. 1 bite attack, 1 claw attack 1
2 Bite melee +3, 5ft, 1d6+1 piercing 2
3 Claw melee +3, 5ft, 2d4+1 slashing 3
4 4
CLASS FEATURES SPELLCASTING SPELLS PER DAY
THESE ARE ADDED TO THE SPELL LISTS 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
SPELLCASTING LEVEL 3 4 2 - - - - - - -
ADDITIONAL CANTRIPS SPELL RECOVERY LEVELS 2 LEVEL SPELLS PREPARED / KNOWN SPELL ABILITY ADJUST DC ADJUST
Cantrip 1 Select PACT MAGIC LEVEL 3rd Druid 8 PREPARED Wis +3 13
Cantrip 2 Select SORCERY POINTS
Cantrip 3 Select
Cantrip 4 Select ADDITIONAL
Cantrip 5 Select
Cantrip 6 Select
SPELLS PREPARED / KNOWN
BARD MAGICAL SECRETS PREPARED/KNOWN 8 OF 8 TYPE THE NAME OF THE SPELL FOR SPELLS NOT IN YOUR CLASS LIST CIRCLE SPELL
Lore Select
Lore Select CANTRIPS KNOWN 3 OF 3 PREP LEVEL 1 RENAME PREP LEVEL 2 RENAME PREP LEVEL 3 RENAME PREP LEVEL 4 RENAME

5th Select 1 Shape Water 1


Cure Wounds 1
Invisibility 1 1
5th Select 2 Guidance 2
Faerie Fire 2
Barkskin 2 2
7th Select 3 Produce Flame 3
Thunderwave 3
Pass without Trace 3 3
7th Select
9th Select
4
5
4
5
Speak with Animals 4
5
Flaming Sphere 4
5
4
5
9th Select 6 6 6 6 6
7 7 7 7 7
CLERIC DEATH 8 8 8 8 8
Cantrip Select 9 9 9 9 9
10 10 10 10 10
CLERIC NATURE 11 11 11 11 11
Cantrip Select 12 12 12 12 12
13 13 13 13 13
CLERIC ARCANA 14 14 14 14 14
Cantrip 1 Select 15 15 15 15 15
Cantrip 2 Select 16 16 16 16
6th Select 17 17 17 17
7th Select 18 18 18 18
8th Select 19 19 19 19
9th Select 20 20 20 20
21 21 21 0
SORCERER METAMAGICS 22 22 22 0
3rd Select 23 23 23
3rd Select 24 24 24
10th Select 25 25 25
17th Select 0 0 0
0 Druid (invisibility, pass without trace) 2 0
WARLOCK PACT OF THE TOME
Cantrip 1 Select
Cantrip 2 Select
Cantrip 3 Select
PREP LEVEL 5 RENAME PREP LEVEL 6 RENAME PREP LEVEL 7 RENAME PREP LEVEL 8 RENAME PREP LEVEL 9 RENAME
WIZARD SPELL MASTERY 1 1 1 1 1
1st Select 2 2 2 2 2
2nd Select 3 3 3 3 3
4 4 4 4 4
WIZARD SIGNATURE SPELLS 5 5 5 5 5
3rd Select 6 6 6 6 6
3rd Select 7 7 7 7 7
8 8 8 8 8
ARCANE TRICKSTER SPELLS 9 9 9 9 9
3rd Select 10 10 10 10 10
8th Select 11 11 11 0 0
14th Select 12 12 12 0 0
20th Select 13 13 13
14 14 14
ELDRITCH KNIGHT SPELLS 15 15 15
3rd Select 16 16 0
8th Select 17 17 0
14th Select 18 18
20th Select 19 19
20 20
0 0
0 0

0 0

SPELL LOOKUP

LOOKUP 1 DESCRIPTION LOOKUP 2 DESCRIPTION


Select Select

RITUAL
CONCENTRATION
ForgedAnvil CHARACTER GENERATOR_
DUNGEONS & DRAGONS 5 EDITION_
BETA 10 VERSION 2,0

RESET CUSTOM_

IMPORT_

RACE
RACE 1 RACE 2 RACE 3
Name Warforged qty dice qty dice Name Minotaur qty dice qty dice Name Test Spells qty dice qty dice
Size Medium Height 2 4 Weight 2 8 Size Medium Height 2 6 Weight 1 4 Size Medium Height 2 8 Weight 1 6
Speed 30 ft ft in in lb Speed 30 ft ft in in lb Speed 30 ft ft in in lb
Fly base 5 10 70 265 lb Fly base 5 8 68 275 lb Fly 25 ft base 4 4 52 50 lb
Swim Swim Swim 30 ft
Climb Climb Climb 25 ft
Vision Darkvision 60ft 5' 10'' min roll 2 2 2 4 Vision Normal 5' 8'' min roll 2 1 2 2 Vision Darkvision 120ft 4' 4'' min roll 2 1 2 2
Skills max roll 8 16 8 128 Skills max roll 12 4 12 48 Skills max roll 16 6 16 96
Tools min 6 0 72 269 Tools 2 navigator's tools, vehicles (water) min 5 10 70 277 Tools min 4 6 54 52
Languages 2 Common, one additional language max 6 6 78 393 Languages 1 Common max 6 8 80 323 Languages max 5 8 68 146
Height 5' 10'' + 2d4 6' 0'' - 6' 6'' (average 6' 3'') avg 6 3 75 331 Height 5' 8'' + 2d6 5' 10'' - 6' 8'' (average 6' 3'') avg 6 3 75 300 Height 4' 4'' + 2d8 4' 6'' - 5' 8'' (average 5' 1'') avg 5 1 61 99
Weight 265 lb x 2d8 269 lb - 393 lb (average 331 lb) Weight 275 lb x 1d4 277 lb - 323 lb (average 300 lb) Weight 50 lb x 1d6 52 lb - 146 lb (average 99 lb)
Powerful Build Powerful Build Powerful Build
Age Age Age
Warforged do not age as the other races do, however like all living creatures their bodies experience Minotaurs enter adulthood at around the age of 17 and can live up to 150 years
degradation over time. As long as their bodies can be maintained Warforged continue to live on.

Ability Score Adjustment Ability Score Adjustment Ability Score Adjustment


STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Fixed +1 +1 Fixed +1 Fixed +2
Additional Additional +1
Additional

Trait Description Trait Description Trait Description


1 Composite Plating: Your construction incorporates wood and metal, granting you +1 AC 1 Conquerors Virtue. From a young age, you focused on one of the three virtues of strength, 1 Example Spells
cunning, or intellect. Your choice of your Strength, Intelligence or Wisdom score increases by 1. - Know the light cantrip
- Cast lesser restoration once, regain this ability after a long rest
- Spell Ability (Cha) Save DC = 13
2 Living Construct: Even though you were constructed, you are a living creature. You are immune 2 Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon 2
to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove
Instead of sleeping, you enter an inactive state for 4 hours each day and are fully aware of a creature, but not to avoid being shoved yourself
your surroundings, noticing approaching enemies and other events as normal
3 3 Goring Rush. When you use the Dash action during your turn, you can make a melee attack 3
with your horns as a bonus action

4 4 Hammering Horns. When you use the Attack action during your turn to make a melee attack, 4
you can attempt to shove a creature with your horns as a bonus action. You cannot use this
shove attempt to knock a creature prone

5 5 Labyrinthine Recall. You can perfectly recall any path you have traveled. 5

6 6 6

Armor Class Armor Class Armor Class


Base 10 Base 10 Base
Bonus +1 Bonus Bonus
Weapon Proficiency Armor Proficiency Damage Resistance Weapon Proficiency Armor Proficiency Damage Resistance Weapon Proficiency Armor Proficiency Damage Resistance
1 All Martial 1 1 1 1 b,p, 1 b,p,s (non-magic) 1 1 1
2 All Simple 2 2 2 2 spe 2 spells 2 2 2
3 3 3 3 3 acid 3 acid 3 3 3
4 4 4 4 4 4
Spells 0 Spells 0 Spells 1
1 1 Light 1 c Light c cantrip, evoc
2 2 Less 2 2 Lesser Restoration 2 2nd Level, abjur
3 3 Dayl 3 3 Daylight 3 3rd Level, evoc

BACKGROUND
BACKGROUND 1 BACKGROUND 2 BACKGROUND 3
Name Enforcer Name Bounty Hunter Name
Feature Legal System Feature Bounty Board Feature
You have knowledge and contacts in a legal system, not necessarily the same as one that you When in a civilized area, you can find information about fugitives and the bounties placed on them
served previously. It may take some effort into maintaining the necessary "legal" relationships. and you can secure the legal authority to hunt down and capture or kill them. Authorities may
Open violations of the rules of that organization may sour your connections as well, though come to you, as an established bounty hunter, with specific requests. Your reputation and
your knowledge of the system is unchanged. knowledge make it easy for you to establish useful contacts in the town watch or guard. When
attempting to locate a fugitive, you often know where to go and from whom to obtain
information, usually in the form of contacts you have cultivated on past hunts. Your DM
might rule that this information is unavailable, some creatures have ways of hiding themselves
that are very difficult to uncover

Skills 2 Investigation, Intimidation Skills 2 Investigation, Survival Skills


Tools 0 One type of gaming set, vehicles (land) Tools 1 Thieves' tools Tools
Languages 2 none Languages 1 One of your choice Languages
Lifestyle Modest Lifestyle Lifestyle
Equipment Equipment Equipment
An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or A set of clothes appropriate to your duties and a pouch containing 20 gp
deck of cards, a set of common clothes, and a beIt pouch containing 10 gp

Personality Personality Personality


You can never plan for too many contingencies. I want to see the best in everyone, even my bounties.
Once I'm on a case, I can't think of anything else until it's resolved. I'm a sucker for a sad story, sometimes I take minor bounties for free.
I like to sound clever, so I use a lot of big words... incorrectly, as often as not. No women. No kids.
My manners are abrasive enough that I do not make many friends. I'm not much for words. I let my actions speak for me.
I love to quote legal principles in conversation. I'm a team player. We can score more bounties when we work as a team.
My first resort in conflict is browbeating my opponents with threats of legal retribution.
I am stoic in the face of every kind of hardship.
Gallows humor? Bit redundant, wouldn't you say?
Ideal Ideal Ideal
Hidebound. If you can't adhere to our laws and traditions, you must suffer the consequences. (Lawful) Vengeance. My parents where murdered. Their killer was never found. I will find him.
Efficient. There's a point, far out there when the structures fail you, and the rules aren't weapons anymore Order. Criminals disturb the order of civilization, its my job to restore the order.
Mercy. Mercy and severity are a sacred balance. (Good) Freedom. Hunting takes me all over. I don't have to be tied down to my old hometown.
Power. When all you have is the law, everyone looks like a criminal. Everyone is guilty of something. (Evi Power. My Bounty Boards are my authority. That power transcends borders.
Justice. The rules apply equally to all, from the highest to the lowest. (Lawful) Justice. I bring my bounties in, alive. So they can face punishment under the law.
Loyalty. With my help, the people I serve will rise above all other competitors. (Any) Hierarchy. My bounties are handed down from on high. I do my job and then I get paid.
Bond Bond Bond
I carry a tome of laws and precedents to remind me of my duty. Mine is a false identity. There is a bounty out on who I really am.
Need for an intellectual challenge draws me on. I do not hunt for myself. The bounties I collect go to the victims of my prisoners.
A criminal escaped me once, and I have hunted that one across the years. Each bounty I collect brings me one step closer to the one that got away.
The law - and I - exist to protect the weak from the strong. I am a monster. What I do is Evil. I have no illusions about it, but it must be done.
I do terrible things so that others do not have to. I answer to a higher authority. I am a tool of justice.
I accused a powerful person of a crime, and I've been dodging assassins ever since. I am the law! When I find you, you will pay for your crimes.
Flaw Flaw Flaw
I obey any legitimate authority, even when they might be wrong. I am unable to meet the eye of my target, to see them as anything other that a payday is difficult for me.
When I don't have a puzzle to occupy my thoughts, my boredom turns dangerous. My greed often overcomes me, I can rarely turn down a bounty.
I took the expedient path, and now I'm constantly trying to cover it up... but the web of lies is fragile. I would rather kill my bounty than capture it, bodies are easier to transport than prisoners.
I've seen the worst that my city or my race has to offer - only the bottle keeps the demons at bay. I don't easily make friends. In my eyes, everyone is a potential bounty.
Damsels, gentlemen, or other romantic interests in distress cloud my judgment. I am the best at what I do, and what I do isn't very nice. My prey should cower in fear.
I never forgive, nor forget. I hunt because I have to, not because I enjoy it.
Employer RENAME Employer Specialty RENAME Specialty RENAME
Bounty Hunter's Guild (bounty hunter)
Church (inquisitor)
Craft Guild (thief-taker or caravan guard)
Local Baron or Count (palace guard)
Sheriff (constabulary)
Thieves' Guild or Criminal Family (leg-breaker)
RELIGION / PATRON / DEITY
DEITY 1 DEITY 2 DEITY 3 DEITY 4 DEITY 5
Awe Name Awesome Name Name Name Name
LG Alignment Lawful Good Alignment Alignment Alignment Alignment
Domains 1 Life Domains 1 Domains 1 Domains 1 Domains 1
2 Light 2 2 2 2
3 3 3 3 3
Details God of Awesomeness Details Details Details Details
Symbol Circle of seven stars encirling two thumbs up Symbol Symbol Symbol Symbol

DEITY 6 DEITY 7 DEITY 8 DEITY 9 DEITY 10


Name Name Name Name Name
Alignment Alignment Alignment Alignment Alignment
Domains 1 Domains 1 Domains 1 Domains 1 Domains 1
2 2 2 2 2
3 3 3 3 3
Details Details Details Details Details
Symbol Symbol Symbol Symbol Symbol

SUBCLASS
SUBCLASS 1 SUBCLASS 2 SUBCLASS 3
Class Sorcerer Class Wizard Class Ranger
Name Favored Soul Name Articifer Name Deep Stalker
Level Gains Level Gains Level Gains
1 1 Bonus Proficiency: light armor, medium armor, shields, and simple weapons 2 2 Arcane Tradition Feature (Infuse Potions) 3 3 Ranger Archetype Feature (Underdark Scout)
6 Sorcerer Origin Feature (Chosen of the Gods - Light Domain) 6 Spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot 7 On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action
14 Choose one cleric divine domain and add the 1st level domain spells to your known spells. 10 to transform it into a potion. Once you have expended a spell slot to create a potion, you 11 on that turn, you can make one additional attack. You gain an additional benefit on all turns after
18 These do not count against the number of spells you know and they are considered to be 14 cannot regain that slot until the potion is consumed or after 1 week, at which time the 15 your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you
sorcerer spells. At 3rd, 5th, 7th, and 9th levels you know the additional domains spells that potion loses its effectiveness. You can create up to three potions at a time; creating a meet the normal requirements for hiding. Deep Stalkers often use this ability to make ranged
become available at those levels. fourth potion causes the oldest currently active one to immediately attacks, move beyond the scope of their foes darkvision, and then hide.
Arcane Tradition Feature (Infuse Scrolls) Ranger Archetype (Deep Stalker Magic)
6 Sorcerer Origin Feature (Extra Attack) 6 Arcane Tradition Feature (Infuse Weapons and Armor) 7 Ranger Archetype Feature (Iron Mind)
You can attack twice, instead of once, whenever you take the Attack action on your turn. Spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or You gain proficiency in Wisdom saving throws.
bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical
energy. The magic item retains its enhancement for 8 hours or until used (in the case of
magic ammunition). You can infuse only one item at a time; if you infuse a second one,
the first immediately loses its potency. Once you have expended a spell slot to create
such an item you cannot regain that slot until the item becomes nonmagical The spell
14 Sorcerer Origin Feature (Divine Wings) 10 Arcane Tradition Feature (Superior Artificer) 11 Ranger Archetype Feature (Stalkers Flurry)
You gain the ability to sprout a pair of wings from your back (feathered or bat-like), gaining You can create a second magic weapon, suit of armor, shield, or bundle of ammunition You have the ability to ensure that your attacks count. If you miss with an attack during your
a flying speed equal to your current walking speed. You can create these wings as a bonus using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes turn, you can immediately make an additional attack. You can gain one additional attack
action on your turn. They last until you dismiss them as a bonus action on your turn. You the oldest one to immediately lose its potency. You can also create one additional during your turn with this ability.
cant manifest your wings while wearing armor unless it is made to accommodate them, potion or scroll using Infuse Potions or Infuse Scrolls.
clothing not made to accommodate your wings might be destroyed when you manifest them.
18 Sorcerer Origin Feature (Power of the Chosen) 14 Arcane Tradition Feature (Master Artificer) 15 Ranger Archetype Feature (Stalkers Dodge)
When you cast one of the domain spells from your Chosen of the Gods class feature, you You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the If a creature attacks you and does not have advantage on the attack roll, you can use your
regain 3 + the spells level hit points. Dungeon Masters Guide. It takes you 1 week to produce such an item, and you must reaction to grant it disadvantage on the attack roll. You must use this ability before you
rest for 1 month before using this ability to craft another item. know the result of the attack.

Level Level Level


Skills Skills Skills
Tools Tools Tools
Languages Languages Languages
Vision Vision Vision 3 Darkvision 90ft
Speed Speed Speed
Fly Fly Fly
Swim Swim Swim
Climb Climb Climb
Hit Points Hit Points Hit Points
AC Base AC Base AC Base
AC Bonus AC Bonus AC Bonus
Armor Proficiency Armor Proficiency Armor Proficiency
1 2 Light 1 1
2 Medium 2 2
3 3 3
4 4 4
Extra Attack Extra Attack Extra Attack
6 +1
Initiative Adjustment Initiative Adjustment Initiative Adjustment

Weapon Proficiency Weapon Proficiency Weapon Proficiency


1 1 1
2 2 2
3 3 3
4 4 4
Damage Resistance Damage Resistance Damage Resistance
1 1 1
2 2 2
3 3 3
Active Features Usage Duration Recovery Uses Active Features Usage Duration Recovery Uses Active Features Usage Duration Recovery Uses
1 1 1
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
Ability Features Ability Features Ability Features
1 1 1
2 2 2
3 3 3
4 4 4
Spells Spells Spells
1 1 1
2 2 2
3 3 3
Origin Spells Tradition Spells Archetype Spells
(Bu 2 1st 1 1 Burning Hands 2 Faerie Fire 0 1st 1 2 (Dis 1 1st 3 1 Disguise Self 2
(Fla 2 2nd 3 1 Flaming Sphere 2 Scorching Ray 0 2nd 1 2 (Ro 1 2nd 5 1 Rope Trick 2
(Da 2 3rd 5 1 Daylight 2 Fireball 0 3rd 1 2 (Gly 1 3rd 9 1 Glyph of Warding 2
(Gu 2 4th 7 1 Guardian of Faith 2 Wall of Fire 0 4th 1 2 (Gr 1 4th 13 1 Greater Invisibility 2
(Fla 2 5th 9 1 Flame Strike 2 Scrying 0 5th 1 2 (Se 1 5th 17 1 Seeming 2
0 6th 1 2 0 6th 1 2 0 6th 1 2
0 7th 1 2 0 7th 1 2 0 7th 1 2
0 8th 1 2 0 8th 1 2 0 8th 1 2
0 9th 1 2 0 9th 1 2 0 9th 1 2

Saving Thow Proficiency Saving Thow Proficiency Saving Thow Proficiency


Strength Strength Strength
Dexterity Dexterity Dexterity
Constitution Constitution Constitution
Intelligence Intelligence Intelligence
Wisdom Wisdom Wisdom 7
Charisma Charisma Charisma

SPELLS
SPELL 1 SPELL 2 SPELL 3 SPELL 4
Name Frost Nova Name Name Name
Level 4th Level Level Level Level
School evocation Ritual School Ritual School Ritual School
Casting Time 1 act Concentration Components VM Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components
Range self Duration instant Cost Range Duration Cost Range Duration Cost Range Duration Cost
Material Components Material Components Material Components Material Components
a polished dragon scale from a white dragon worth 10 gp

Description Description Description Description


You are briefly surrounded by an intensifying icy mist that explodes into piercing
shards of ice. All creatures within 10 feet of you must make a Dexterity saving
throw, each creature takes 2d6 piercing damage and 5d6 cold damage on a failed
save. In addition, creatures of Large size or smaller have their movement halved and
cant take any bonus action or reaction until the end of their next turn. On a
successful save, the creature takes half as much damage but suffer no addtional
effects.

Short Description Short Description Short Description Short Description


within 10ft, 2d6 pierce and 5d6 cold, dex save , on fail move, no react end of turn +1d6 both
At Higher Levels At Higher Levels At Higher Levels At Higher Levels
When you cast this spell using a spell slot of 5th level or higher, both piercing
damage and cold damage increase by 1d6 for each slot level above 4th.

Class Wizard Sorcerer Class Class Class

SPELL 5 SPELL 6 SPELL 7 SPELL 8


Name Name Name Name
Level Level Level Level
School Ritual School Ritual School Ritual School Ritual
Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components
Range Duration Cost Range Duration Cost Range Duration Cost Range Duration Cost
Material Components Material Components Material Components Material Components

Description Description Description Description

Short Description Short Description Short Description Short Description

At Higher Levels At Higher Levels At Higher Levels At Higher Levels

Class Class Class Class

SPELL 9 SPELL 10 SPELL 11 SPELL 12


Name Name Name Name
Level Level Level Level
School Ritual School Ritual School Ritual School
Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components
Range Duration Cost Range Duration Cost Range Duration Cost Range Duration Cost
Material Components Material Components Material Components Material Components

Description Description Description Description

Short Description Short Description Short Description Short Description

At Higher Levels At Higher Levels At Higher Levels At Higher Levels

Class Class Class Class

SPELL 13 SPELL 14 SPELL 15 SPELL 16


Name Name Name Name
Level Level Level Level
School Ritual School Ritual School Ritual School Ritual
Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components
Range Duration Cost Range Duration Cost Range Duration Cost Range Duration Cost
Material Components Material Components Material Components Material Components

Description Description Description Description

Short Description Short Description Short Description Short Description

At Higher Levels At Higher Levels At Higher Levels At Higher Levels

Class Class Class Class


Folk Hero 900 2.700 Ragnar
CHARACTER NAME BACKGROUND EXPERIENCE NEXT LEVEL PLAYER NAME v2.00

Druid 3 Land (Grassland) Neutral Good


CLASS SUBCLASS ALIGNMENT RELIGION / PATRON / DEITY

3 Half-Orc Medium Male 2,10m 110 kg Pale green Metallic purple Moos Green
LEVEL RACE SIZE GENDER AGE HEIGHT WEIGHT SKIN EYES HAIR

ABILITIES PROFICIENCIES HEALTH & ARMOR


ARMOR CURRENT HIT DICE DEATH SAVES
HIT POINTS
17 +3 SAVING THROWS PROFICIENCY BONUS +2 CLASS 12 HIT POINTS TOTAL USED DC 10
+3 Athletics
+2 Temporary 3d8
+3
0 lb Weight Carried WEAPONS

STRENGTH
255 lb Max. Carry Weight
510 lb Push, Drag, Lift
Unarmed strike
Club
13 Dex -1 21
Dagger Other PASS FAIL
Mace Spend one or more Hit Dice after a Short Rest. Regain 1 spent Hit Dice after a Long Rest
9

1
1
SAVING THROWS
Acrobatics
Quarterstaff
Sickle ARMOR ARMOR TYPE DEX MOD STRENGTH STEALTH
1 Spear Studded leather 12 light 1 - -
1
Sleight of Hand
1 Stealth Dart PROPERTIES
Javelin ARMOR
proficient, Don: 1min, Doff: 1min
DEXTERITY Sling Light
Scimitar Medium SHIELD ARMOR PROPERTIES
Shields
Shield +2 proficient
13 +1 SAVING THROWS
2 mins Hold Breath OTHER ARMOR PROPERTIES
TOOLS LANGUAGES
+1
2 rnds Suffocating
Alchemists supplies Common
Cooks utensils Undercommon DAMAGE RESISTANCE (Half Damage) DAMAGE REDUCTION
CONSTITUTION Woodcarvers tools Sylvan

CONDITIONS
15

+4
+2
SAVING THROWS
Arcana
+2
+2
History
+2 Investigation
+4 Nature
INTELLIGENCE +2 Religion
EXHAUSTION
17

+5
+5
SAVING THROWS
Animal Handling
LEVEL
+3
+3
Insight Finishing a Long Rest reduces your Exhaustion Level by 1, provided you have also ingested some food and drink
+5 Medicine ABILITY FEATURES
+5 Perception
ACTIONS
WISDOM +5 Survival Move a distance up to your Speed and take one Action, a possible Bonus Action and one Reaction per turn
VISION & SENSES ACTION BONUS ACTION
16

+3
+3
SAVING THROWS
Deception
Darkvision 60ft Attack [1]
Cast a spell [see spell]
Dash [move 30ft]
Disengage [no OAs]
Overrun [Athletics]
Tumble [Acrobatics]
+5 Wildshape Dodge [attackers disadv]
+3
Intimidation
+3 Performance Help [target gains adv]
+3 Persuasion INITIATIVE
Hide [Stealth]
CHARISMA 1 Overrun [Athletics]
Ready [use Reaction]
Search [Investigation]
PASSIVE PERCEPTION 15 INSPIRATION SPEED
30 ft Tumble [Acrobatics]
Use an Object [object(s)]
Fly
PASSIVE INVESTIGATION 12 HERO POINTS 6 REMAINING
Swim 15 ft AS 1 ATTACK REACTION
Long Jump 17 ft Disarm [Attack] Opportunity Attack (OA)
ACTIVE FEATURES High Jump 6 ft Grapple [Athletics]
NAME USAGE DURATION RECOVERY USES USED
Crawl 15 ft Mark [Melee Attack]
Relentless Endurance (1 HP if reach 0) 0 HP Instant Long Rest 1 Climb 15 ft Shove [Athletics]
Wildshape (CR no flying or swimming) Action 1 hr Short Rest 2 ATTACKS
Natural Recovery (recover 2 spell slots) Short Rest Instant Long Rest 1 PER ACTION 1
ATTACK 1 BONUS DAMAGE TYPE
Club +5 1d4+3 bludgeoning
RANGE PROPERTIES
- proficient, light
AMMUNITION

ATTACK 2 BONUS DAMAGE TYPE


Javelin +5 1d6+3 piercing
RANGE PROPERTIES
30/120 proficient, thrown, underwater
AMMUNITION

ATTACK 3 BONUS DAMAGE TYPE


Sling +1 1d4-1 bludgeoning
RANGE PROPERTIES

EQUIPMENT WORN 30/120 proficient, ammunition


HEAD HANDS AMMUNITION Stones
HEADBAND, HAT, HELMET, OR PHYLACTERY GLOVES OR GAUNTLETS
ATTACK 4 BONUS DAMAGE TYPE

EYES ARMS / WRISTS RANGE PROPERTIES


EYE LENSES OR GOGGLES BRACERS OR BRACELETS

AMMUNITION
NECK BODY
AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB ROBE OR SUIT OF ARMOR ATTACK 5 BONUS DAMAGE TYPE

SHOULDERS TORSO RANGE PROPERTIES


CLOAK, CAPE OR MANTLE VEST, VESTMENT, OR SHIRT

AMMUNITION
RINGS WAIST
RIGHT HAND BELT OR GIRDLE ATTACK 6 BONUS DAMAGE TYPE

RANGE PROPERTIES
RINGS FEET
LEFT HAND BOOTS, SHOES, OR SLIPPERS

AMMUNITION
GEAR CARRYING CAPACITY v2.00

POSSESSION ON PERSON 0,0 lb 86 - 170 lb 171 - 255 lb 0 - 510 lb


Item QTY Location Weight Current Encumbered Heavily Encumbered Push, Drag, Lift
Speed -10ft
Speed -20ft, disadvantage on Str, Dex, Con checks, attacks and saving throws
Speed drops to 5ft if you Push or Drag above 255 lb
COINAGE GEMS, JEWELRY, ART OBJECTS
Carrying Total Item QTY Value
Platinum
1 Platinum = 10 Gold
Gold
1 Gold = 2 Electrum
Electrum
1 Electrum = 5 Silver
Silver
1 Silver = 10 Copper
Copper

Coins
Weight
Wealth gp gp

WILD SHAPE
NAME TYPE Giant Wolf Spider PROFICIENCY
13 BONUS
ARMOR CLASS (none) Medium beast CR, unaligned
HIT POINTS 11 (2d8+2) Remaining 2
STR DEX CON
INT
WIS CHA
ABILITY SCORES 12 +1 16 +3 13 +1 15 +2 17 +3 16 +3
SAVING THROWS +1 +3 +1 +4 +5 +3
Resistances
Immunity
Vulnerability
Senses passive Perception 15, darkvision 60ft, blindsight 10ft
Languages
Carrying Max. Carry Weight 180 lb Push, Drag, Lift 360 lb
SKILLS
Acrobatics +3 Insight +3 Performance +3
Animal Handling +5 Intimidation +5 Persuasion +3
Arcana +2 Investigation +2 Religion +2
Athletics +1 Medicine +5 Sleight of Hand +3
Deception +3 Nature +4 Stealth +7
History +2 Perception +5 Survival +5
ACTIONS Initiative +3 Speed 40 ft Other climb 40ft
1 Bite melee +5, 5ft, 1d6+3 piercing, 2d6 poison DC11 Con save
2
3
4
TRAITS
Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make
an ability check.
Web Sense. Know the exact location of any other creature in contact with the same web.
Web Walker. Ignore movement restrictions caused by webbing

WILD SHAPE
NAME 0 TYPE Giant Badger PROFICIENCY
10 BONUS
ARMOR CLASS (none) Medium beast CR, unaligned
HIT POINTS 13 (2d8+4) Remaining 2
Dropped Backpack 0 Ground 0 0,0 lb STR DEX CON INT WIS CHA

ABILITY SCORES 13 +1 10 +0 15 +2 15 +2 17 +3 16 +3
Attuned Magical Items QTY Location Weight
SAVING THROWS +1 +0 +2 +4 +5 +3
Resistances
Immunity
Vulnerability
TOTAL WEIGHT CARRIED Senses passive Perception 15, darkvision 30ft
POSSESSION NOT ON PERSON Languages
Carrying Max. Carry Weight 195 lb Push, Drag, Lift 390 lb
Item QTY Location Weight
SKILLS
Acrobatics +0 Insight +3 Performance +3
Animal Handling +5 Intimidation +5 Persuasion +3
Arcana +2 Investigation +2 Religion +2
Athletics +1 Medicine +5 Sleight of Hand +0
Deception +3 Nature +4 Stealth +0
History +2 Perception +5 Survival +5
ACTIONS Initiative +0 Speed 30 ft Other burrow 10ft
1 Multiattack. 1 bite attack, 1 claw attack
2 Bite melee +3, 5ft, 1d6+1 piercing
3 Claw melee +3, 5ft, 2d4+1 slashing
4
TRAITS
Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell

TOTAL WEIGHT
SPELLCASTING v2.00

Druid 3 Land 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
CLASS SUBCLASS SPELL SLOTS 4 2 - - - - - - -
3 Wis +3 +5 13
LEVEL ABILITY ABILITY MODIFIER ATTACK MODIFIER SPELL SAVE DC SLOTS USED
Sorcery Point Cost 2 3 5 6 7 Mystic Arcanum
PREPARED/KNOWN 8 PROFICIENCY BONUS +2 Used Spell Recovery Levels 2 Used

Prepared (8) Not Prepared Ritual, Concentration, Higher Level, Domain, Oath, Circle, Mastery, Signature Pact Magic Level Slots
SPELLS PREPARED SPELLS
SP PR
CANTRIPS SP
SP CAST PR RANGE
PR DURATION COMPONENT TYPE DETAILS REF
SP PR
Shape Water SP
SP 1 act PR
PR 30 ft instant/1hr S trans 5ft cube of water, instant: move/change flow; 1hr: animate/change color/freeze (no creatures in it) EE 021
SP PR
Guidance SP
SP 1 act PR
PR touch 1 min VS divin 1 willing creature, once +1d4 to 1 ability check of its choice (roll d4 before or after check) PH 248
SP PR
Produce Flame SP
SP 1 act PR
PR self 10 min VS conjur flame 10ft rad bright +10ft dim light, action to dismiss, ranged attack (ends spell) 30ft, 1d8 fire PH 269

SP PR
LEVEL 1 SP CAST PR RANGE DURATION COMPONENT TYPE DETAILS REF
Cure Wounds
SP PR
SP PR
SP 1 act PR touch instant VS evoc 1 creature is healed 1d8+spell ability modifier +1d8 PH 230
Faerie Fire
SP PR
SP PR
SP 1 act PR 60 ft 1 min V evoc 20ft cube, creatures/objects dex save or outlined in 10ft rad dim light, adv to attacks against them PH 239
Thunderwave
SP PR
SP PR
SP 1 act PR self instant VS evoc 15ft cube, 2d8 thunder, con save , on fail pushed 10ft; audible 300ft +1d8 PH 282
Speak with Animals
SP PR
SP PR
SP 1 act PR self 10 min VS divin comprehend and verbally communicate with beasts (limited by their Intelligence) for the duration PH 277

SP PR

SP PR
LEVEL 2 SP CAST PR RANGE DURATION COMPONENT TYPE DETAILS REF
Invisibility
SP PR
SP PR
SP 1 act PR touch 1 hr VSM illus 1 creature, invisible (including anything worn or carried) unless it attacks or casts spell +1 creature PH 254
Barkskin
SP PR
SP PR
SP 1 act PR touch 1 hr VSM trans 1 willing creature, AC cannot be less than 16 regardless of armor worn PH 217
Pass without Trace
SP PR
SP PR
SP 1 act PR self 1 hr VSM abjur anyone within 30ft, +10 Stealth checks, leaves no traces, can't be tracked except by magical means PH 264
Flaming Sphere
SP PR
SP PR
SP 1 act PR 60 ft 1 min VSM conjur 5ft dia sphere, end turn within 5ft 2d6 fire, dex save , bon to move 30ft, ram creature (save) +1d6 PH 242

SP PR

LEVEL 3 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

LEVEL 4 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

LEVEL 5 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

LEVEL 6 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

LEVEL 7 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

LEVEL 8 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

LEVEL 9 CAST RANGE DURATION COMPONENT TYPE DETAILS REF

CHARACTER PORTRAIT PERSONALITY TRAITS RACE, BACKGROUND, CLASS & FEATS v2.00

If someone is in trouble, Im always ready to lend RACE. Half-Orc


help. +2 Strength, +1 Constitution
Size. Medium
Im confident in my own abilities and do what I can to Speed. 30ft
instill confidence in others. Darkvision 60ft
Menacing. gain proficiency in the Intimidation skill
Relentless Endurance. if reduced to 0 hit points but not killed outright, drop to 1 HP, regain
ability after a long rest
Savage Attacks. critical hits with a melee weapon attack allows one additional roll of one of
the weapons damage dice and add to the damage of the critical hit
IDEAL Languages. Common orcish

Respect. People deserve to be treated with dignity BACKGROUND. Folk Hero


and respect. (Good) Region. Nature
Feature. Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease.
BOND Defining Event.
I have a family, but I have no idea where they are. Skills. Animal Handling, Survival
One day, I hope to see them again. Tools. One type of artisan's tools, vehicles (land)
Lifestyle. Modest, 1 gp per day
Languages. none
FLAW
CLASS. Druid
The people who knew me when I was young know my Armor. Light & medium armor, shields (druids will not wear armor or use shields made of metal)
shameful secret, so I can never go home again. Weapons. Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
HONOR SANITY Tools. Herbalism kit
Saves. Intelligence, Wisdom
CHARACTER BACKSTORY Skills. Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion
and Survival
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to
leave hidden messages. You and others who know Druidic automatically spot such a message.
Others can spot the message with a successful DC15 Wisdom (Perception) check but cant
decipher it without magic
Spellcasting
Spell slots: finishing a long rest restores any expended spell slots.
You can cast a druid spell as a ritual if that spell has the ritual tag and the spell is prepared.
Spellcasting focus: druidic focus
Druid Circle (Land - Grassland)
Wild Shape
Magically assume the shape of a beast you have seen before:
1 action, max CR , no flying or swimming speed, duration 1 hour
Wild Shape twice, expended uses are regained after a short or long rest (see PH for details)
Bonus Cantrip: learn one additional druid cantrip of your choice
Druid Circle Feature (Natural Recovery)
During a short rest recover up to 2 levels of expended spell slots (5th level or lower).
You can use this feature again after finishing a long rest.
Circle Spells
2nd (invisibility, pass without trace)

ALLIES & ORGANIZATIONS


FACTION RANK RENOWN

ENEMIES
ADVENTURE NOTES v2.00
WILD SHAPE v2.00

Druid 3 Land (Grassland) 2 1 hr no flying or swimming


CLASS SUBCLASS WILD SHAPE USED CR MAX DURATION LIMITATIONS

WILD SHAPE Elk Large beast CR, unaligned PROFICIENCY SKILLS


ARMOR CLASS 10 (none) BONUS
Acrobatics +0 Insight +3 Performance +3
HIT POINTS 13 (2d10+2) Remaining 2 Animal Handling +5 Intimidation +5 Persuasion +3
STR DEX CON INT WIS CHA
Arcana +2 Investigation +2 Religion +2
ABILITY SCORES 16 +3 10 +0 12 +1

15 +2

17 +3 16 +3
Athletics +3 Medicine +5 Sleight of Hand +0
SAVING THROWS +3 +0 +1 +4 +5 +3
Deception +3 Nature +4 Stealth +0
History +2 Perception +5 Survival +5
Resistances TRAITS
Immunity Charge. Move at least 20ft straight toward a target and hit with a ram attack on the same turn, the target takes
Vulnerability an extra 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked
Senses passive Perception 15 prone.
Languages
Carrying Max. Carry Weight 480 lb Push, Drag, Lift 960 lb

ACTIONS Initiative +0 Speed 50 ft Other


1 Ram melee +5, 5ft, 1d6+3 bludgeoning
2 Hooves melee vs prone +5, 5ft, 2d4+3 bludgeoning
3
4

WILD SHAPE Panther Medium beast CR, unaligned PROFICIENCY SKILLS


ARMOR CLASS 12 (none) BONUS
Acrobatics +2 Insight +3 Performance +3
HIT POINTS 13 (3d8) Remaining 2 Animal Handling +5 Intimidation +5 Persuasion +3
STR DEX CON INT WIS CHA
Arcana +2 Investigation +2 Religion +2
ABILITY SCORES 14 +2 15 +2 10 +0

15 +2

17 +3 16 +3
Athletics +2 Medicine +5 Sleight of Hand +2
SAVING THROWS +2 +2 +0 +4 +5 +3
Deception +3 Nature +4 Stealth +4
History +2 Perception +5 Survival +5
Resistances TRAITS
Immunity Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell
Vulnerability Pounce. Move at least 20ft straight and hit it with a claw attack on the same turn, target must succeed on a DC
Senses passive Perception 15 12 Strength saving throw or be knocked prone. If the target is prone, make one bite attack as a bonus action
Languages
Carrying Max. Carry Weight 210 lb Push, Drag, Lift 420 lb

ACTIONS Initiative +2 Speed 50 ft Other climb 40ft


1 Bite melee +4, 5ft, 1d6+2 piercing
2 Claw melee +4, 5ft, 1d4+2 slashing
3
4

WILD SHAPE PROFICIENCY SKILLS


ARMOR CLASS BONUS
Acrobatics Insight Performance
HIT POINTS Remaining Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA
Arcana Investigation Religion
ABILITY SCORES
Athletics Medicine Sleight of Hand
SAVING THROWS
Deception Nature Stealth
History Perception Survival
Resistances TRAITS
Immunity
Vulnerability
Senses
Languages
Carrying Max. Carry Weight Push, Drag, Lift

ACTIONS Initiative Speed Other


1
2
3
4

WILD SHAPE PROFICIENCY SKILLS


ARMOR CLASS BONUS
Acrobatics Insight Performance
HIT POINTS Remaining Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA
Arcana Investigation Religion
ABILITY SCORES
Athletics Medicine Sleight of Hand
SAVING THROWS
Deception Nature Stealth
History Perception Survival
Resistances TRAITS
Immunity
Vulnerability
Senses
Languages
Carrying Max. Carry Weight Push, Drag, Lift

ACTIONS Initiative Speed Other


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2
3
4

WILD SHAPE PROFICIENCY SKILLS


ARMOR CLASS BONUS
Acrobatics Insight Performance
HIT POINTS Remaining Animal Handling Intimidation Persuasion
STR DEX CON INT WIS CHA
Arcana Investigation Religion
ABILITY SCORES
Athletics Medicine Sleight of Hand
SAVING THROWS
Deception Nature Stealth
History Perception Survival
Resistances TRAITS
Immunity
Vulnerability
Senses
Languages
Carrying Max. Carry Weight Push, Drag, Lift

ACTIONS Initiative Speed Other


1
2
3
4
CHARACTER SUMMARY RACE, BACKGROUND, CLASS & FEATS v2.00

, Druid 3 (Land (Grassland)) RACE. Half-Orc


Medium humanoid (half-orc), neutral good +2 Strength, +1 Constitution
ARMOR CLASS 13 HIT POINTS 21 Remaining Size. Medium
Speed. 30ft
STR DEX CON INT WIS CHA Darkvision 60ft
ABILITY SCORES 17 +3 9 -1 13 +1 15 +2 17 +3 16 +3 Menacing. gain proficiency in the Intimidation skill
STR DEX CON INT WIS CHA

SAVING THROWS +3 -1 +1 +4 +5 +3 Relentless Endurance. if reduced to 0 hit points but not killed outright, drop to 1 HP, regain
SKILLS ability after a long rest
Acrobatics -1 Insight +3 Performance +3 Savage Attacks. critical hits with a melee weapon attack allows one additional roll of one of
Animal Handling +5 Intimidation +5 Persuasion +3 the weapons damage dice and add to the damage of the critical hit
Arcana +2 Investigation +2 Religion +2 Languages. Common orcish
Athletics +3 Medicine +5 Sleight of Hand -1
Deception +3 Nature +4 Stealth -1 BACKGROUND. Folk Hero
History +2 Perception +5 Survival +5 Region. Nature
Feature. Rustic Hospitality
Resistances Since you come from the ranks of the common folk, you fit in among them with ease.
Senses passive Perception 15, Darkvision 60ft Defining Event.
Languages Common, Undercommon, Sylvan Skills. Animal Handling, Survival
Carrying 0 lb Max. Carry Weight 255 lb Push, Drag, Lift 510 lb Tools. One type of artisan's tools, vehicles (land)
ACTIONS Attacks 1 Initiative -1 Speed 30 ft Lifestyle. Modest, 1 gp per day
Club Languages. none
Simple Melee: +5 to hit, range -. Hit: 1d4+3 bludgeoning
Properties: proficient, light CLASS. Druid
Armor. Light & medium armor, shields (druids will not wear armor or use shields made of metal)
Javelin Weapons. Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Simple Melee: +5 to hit, range 30/120. Hit: 1d6+3 piercing Tools. Herbalism kit
Properties: proficient, thrown, underwater Saves. Intelligence, Wisdom
Sling Skills. Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion
Simple Ranged: +1 to hit, range 30/120. Hit: 1d4-1 bludgeoning and Survival
Properties: proficient, ammunition Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to
leave hidden messages. You and others who know Druidic automatically spot such a message.
Others can spot the message with a successful DC15 Wisdom (Perception) check but cant
decipher it without magic
Spellcasting
Spell slots: finishing a long rest restores any expended spell slots.
You can cast a druid spell as a ritual if that spell has the ritual tag and the spell is prepared.
Spellcasting focus: druidic focus
Druid Circle (Land - Grassland)
Wild Shape
Magically assume the shape of a beast you have seen before:
SPELLCASTING 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 action, max CR , no flying or swimming speed, duration 1 hour
Pact Magic

DC 13 SPELL SLOTS 4 2 - - - - - - - Wild Shape twice, expended uses are regained after a short or long rest (see PH for details)
SLOTS USED Bonus Cantrip: learn one additional druid cantrip of your choice
L NAME PREPARED/KNOWN CAST RANGE DURATION COMPONENT TYPE
Druid Circle Feature (Natural Recovery)
c Shape Water 1 act 30 ft instant/1hr S trans During a short rest recover up to 2 levels of expended spell slots (5th level or lower).
5ft cube of water, instant: move/change flow; 1hr: animate/change color/freeze (no creatures in it) You can use this feature again after finishing a long rest.
c Guidance 1 act touch 1 min VS divin Circle Spells
1 willing creature, once +1d4 to 1 ability check of its choice (roll d4 before or after check) 2nd (invisibility, pass without trace)
c Produce Flame 1 act self 10 min VS conjur
flame 10ft rad bright +10ft dim light, action to dismiss, ranged attack (ends spell) 30ft, 1d8 fire
1 Cure Wounds 1 act touch instant VS evoc
1 creature is healed 1d8+spell ability modifier +1d8
1 Faerie Fire 1 act 60 ft 1 min V evoc
20ft cube, creatures/objects dex save or outlined in 10ft rad dim light, adv to attacks against them
1 Thunderwave 1 act self instant VS evoc
15ft cube, 2d8 thunder, con save , on fail pushed 10ft; audible 300ft +1d8
1 Speak with Animals 1 act self 10 min VS divin
comprehend and verbally communicate with beasts (limited by their Intelligence) for the duration
2 Invisibility 1 act touch 1 hr VSM illus
1 creature, invisible (including anything worn or carried) unless it attacks or casts spell +1 creature
2 Barkskin 1 act touch 1 hr VSM trans
1 willing creature, AC cannot be less than 16 regardless of armor worn
2 Pass without Trace 1 act self 1 hr VSM abjur
anyone within 30ft, +10 Stealth checks, leaves no traces, can't be tracked except by magical means
2 Flaming Sphere 1 act 60 ft 1 min VSM conjur
5ft dia sphere, end turn within 5ft 2d6 fire, dex save , bon to move 30ft, ram creature (save) +1d6
ADVENTURERS LOG v2.00

Druid 3 Record each session of play below. Express downtime totals in daily increments.
CHARACTER NAME CLASS FACTION Record certified and non-certified permanent magic items
3 Half-Orc Ragnar (all magic items except for potions, scrolls, and some wondrous items)
LEVEL RACE PLAYER NAME DCI # SHEET #
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