I'm constantly tweaking my charactersheet. This is my latest D&D 5e 2024
[ +- ] D&D 5e 2024
Create character
[ +- ] Exhaustion Level Effect
While you have the Exhaustion condition, you experience the following effects.
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
While you have the Exhaustion condition, you experience the following effects.
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
[ +- ] Heroic Inspiration
PHB'24
p368
If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it.
Source: PHB'24, page 368. Available in the Free Rules (2024).
PHB'24
p368
If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it.
Source: PHB'24, page 368. Available in the Free Rules (2024).
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Total HP : |
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Temp HP: | 0
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Damage taken: | 0
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HP: | / Total: %
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AC: |
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Speed: |
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Hitdice: d6 | numbers spent : 0
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Hitdice use 1 | d6+ |
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Concentration | 1d20+
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Initiative 1d20+ |
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+floor((s-10)/2)]|[_p=0/1]|[_strs$=+str+(p*prof)+ofpro-exh*2]
Dex | [_d=14] | [_dex$=+floor((d-10)/2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)+ofpro-exh*2]
Con | [_c=14] | [_con$=+floor((c-10)/2)]|[_p=0/1]|[_cons$=+con+(p*prof)+ofpro-exh*2]
Int | [_i=10] | [_int$=+floor((i-10)/2)]|[_p=0/1]|[_ints$=+int+(p*prof)+ofpro-exh*2]
Wis | [_w=14] | [_wis$=+floor((w-10)/2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)+ofpro-exh*2]
Cha | [_C=15] | [_cha$=+floor((C-10)/2)]|[_p=0/1]|[_chas$=+cha+(p*prof)+ofpro-exh*2]
[/table][table="rolls"]
|
Total HP : | [_hp_t$=6+con+(level-1)*(4+con)]
Temp HP: | [_hp_temp=0]
Damage taken: | [_damtaken=0]
HP: | [_hp_c$=hp_t-damtaken] / [_$=hp_t] Total: [_$=floor((hp_c+hp_temp)/(hp_t)*100)] %
AC: | [_ac$=10+dex+ofpro]
Speed: |[_$=30-exh*5]
Hitdice: [_$=level]d6 |numbers spent : [_=0]
Hitdice use [_hitd=1]|[_$=hitd]d6+[_$=con]
[/table]
[table="rolls"]
|
Concentration [_=]|1d20+[_$=con+ofpro-exh*2]
Initiative 1d20+[_$=dex-exh*2]
[/table]
Passive skill |
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Insight |
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Investigation |
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Perception | |
[ +- ] Tools
Carpenter's Tools
Artisan's tools
8 gp, 6 lb.
Ability: Strength
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Source: PHB'24, page 220. Available in the Free Rules (2024).
Cook's Utensils
Artisan's tools
1 gp, 8 lb.
Ability: Wisdom
Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Source: PHB'24, page 220. Available in the Free Rules (2024).
[table="rolls"]
Skill |Mod| Prof | Roll
Acrobatics|dex|[_p=0/2]| 1d20[_$=+dex+p*prof-exh*2]
Animal Handling|wis|[_p=0/2]|1d20[_$=+wis+p*prof-exh*2]
Arcana|int|[_p=0/2]|1d20[_$=+int+p*prof-exh*2]
Athletics|str|[_p=0/2]| 1d20[_$=+str+p*prof-exh*2]
Deception|cha|[_p=0/2]|1d20[_$=+cha+p*prof-exh*2]
History|int|[_p=0/2]|1d20[_$=+int+p*prof-exh*2]
Insight|wis|[_p=0/2]|1d20[_pinsi$=+wis+p*prof-exh*2]
Intimidation|cha|[_p=0/2]| 1d20[_$=+cha+p*prof-exh*2]
Investigation|int|[_p=0/2]| 1d20[_pinv$=+int+p*prof-exh*2]
Medicine|wis|[_p=0/2]| 1d20[_$=+wis+p*prof-exh*2]
Nature|int|[_p=0/2]| 1d20[_$=+int+p*prof-exh*2]
Perception|wis|[_p=0/2]| 1d20[_pper$=+wis+p*prof-exh*2]
Performance|cha|[_p=0/2]| 1d20[_$=+cha+p*prof-exh*2]
Persuasion|cha|[_p=0/2]| 1d20[_$=+cha+p*prof-exh*2]
Religion|int|[_p=0/2]| 1d20[_$=+int+p*prof-exh*2]
Sleight Of Hand|dex|[_p=0/2]| 1d20[_$=+dex+p*prof-exh*2]
Stealth |dex|[_p=0/2]| 1d20[_$=+dex+p*prof-exh*2]
Survival|wis|[_p=0/2]| 1d20[_$=+wis+p*prof-exh*2]
Tool: [_=]|wis|[_p=0/2]| 1d20[_$=+wis+p*prof-exh*2]
Tool: [_=]|str|[_p=0/2]| 1d20[_$=+str+p*prof-exh*2]
[/table][table=ht]
Passive skill|
Insight| [_$=10+pinsi]
Investigation|[_$=10+pinv]
Perception|[_$=10+pper]
[/table]
[spoiler="Tools"]
[b]Carpenter's Tools[/b]
Artisan's tools
8 gp, 6 lb.
Ability: Strength
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Source: PHB'24, page 220. Available in the Free Rules (2024).
[b]Cook's Utensils[/b]
Artisan's tools
1 gp, 8 lb.
Ability: Wisdom
Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Source: PHB'24, page 220. Available in the Free Rules (2024).
[/spoiler]
Weapon | Attack , Damage | note
|
Dagger | 1d20+, 1d4+ | Finesse, Light, Thrown (20/60 ft.) |
[ +- ] Weapon properties
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
[b]Light[/b]. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
[b]Finesse[/b]. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
[b]Thrown[/b]. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
[table="rolls d20 dnd5e"]
Weapon | Attack , Damage | note
Dagger| 1d20+[_$=(dex+prof-exh*2)], 1d4+[_$=dex] | Finesse, Light, Thrown (20/60 ft.)
[/table]
[snippet="Weapon properties"]
[b]Light[/b]. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
[b]Finesse[/b]. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
[b]Thrown[/b]. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
[/snippet]
Spellcasting Ability =
Cha:
Sorcery Points = -
Spellcasting Ability = [_=Cha]: [_spellcastingability$=cha]
Sorcery Points = -
[table="compact"]
Spell DC | [_spell_dc$=8+prof+spellcastingability]
Spell Attack | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
[/table]
PP:
GP:
SP:
CP:
0 Healing potion:
0 Carrying Capacity:
lbs Drag/Lift/Push:
lbs
[table="compact"]
[b]Name[/b]|[_=]|[b]Race[/b]|[_=]|[b]background[/b]|[_=]|[b]Level(s):[/b] | [_level=1]
[b]Class(es)[/b]|[_=]|[b]Heroic Inspiration:[/b] | [_=1/1] | [b]Proficiency:[/b] | [_prof$=+floor(((level-1)/4)+2)]
Item of protection +[_ofpro=0] | Exhaustion [_exh=0/6]
[/table]
[2column]
[col]
[snippet="Exhaustion Level Effect"]
While you have the Exhaustion condition, you experience the following effects.
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.[/snippet]
[/col]
[col]
[snippet="Heroic Inspiration"]
PHB'24
p368
If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it.
Source: PHB'24, page 368. Available in the Free Rules (2024).[/snippet]
[/col][/2column]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+floor((s-10)/2)]|[_p=0/1]|[_strs$=+str+(p*prof)+ofpro-exh*2]
Dex | [_d=14] | [_dex$=+floor((d-10)/2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)+ofpro-exh*2]
Con | [_c=14] | [_con$=+floor((c-10)/2)]|[_p=0/1]|[_cons$=+con+(p*prof)+ofpro-exh*2]
Int | [_i=10] | [_int$=+floor((i-10)/2)]|[_p=0/1]|[_ints$=+int+(p*prof)+ofpro-exh*2]
Wis | [_w=14] | [_wis$=+floor((w-10)/2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)+ofpro-exh*2]
Cha | [_C=15] | [_cha$=+floor((C-10)/2)]|[_p=0/1]|[_chas$=+cha+(p*prof)+ofpro-exh*2]
[/table][table="rolls"]
|
Total HP : | [_hp_t$=6+con+(level-1)*(4+con)]
Temp HP: | [_hp_temp=0]
Damage taken: | [_damtaken=0]
HP: | [_hp_c$=hp_t-damtaken] / [_$=hp_t] Total: [_$=floor((hp_c+hp_temp)/(hp_t)*100)] %
AC: | [_ac$=10+dex+ofpro]
Speed: |[_$=30-exh*5]
Hitdice: [_$=level]d6 |numbers spent : [_=0]
Hitdice use [_hitd=1]|[_$=hitd]d6+[_$=con]
[/table]
[table="rolls"]
|
Concentration [_=]|1d20+[_$=con+ofpro-exh*2]
Initiative 1d20+[_$=dex-exh*2]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls"]
Skill |Mod| Prof | Roll
Acrobatics|dex|[_p=0/2]| 1d20[_$=+dex+p*prof-exh*2]
Animal Handling|wis|[_p=0/2]|1d20[_$=+wis+p*prof-exh*2]
Arcana|int|[_p=0/2]|1d20[_$=+int+p*prof-exh*2]
Athletics|str|[_p=0/2]| 1d20[_$=+str+p*prof-exh*2]
Deception|cha|[_p=0/2]|1d20[_$=+cha+p*prof-exh*2]
History|int|[_p=0/2]|1d20[_$=+int+p*prof-exh*2]
Insight|wis|[_p=0/2]|1d20[_pinsi$=+wis+p*prof-exh*2]
Intimidation|cha|[_p=0/2]| 1d20[_$=+cha+p*prof-exh*2]
Investigation|int|[_p=0/2]| 1d20[_pinv$=+int+p*prof-exh*2]
Medicine|wis|[_p=0/2]| 1d20[_$=+wis+p*prof-exh*2]
Nature|int|[_p=0/2]| 1d20[_$=+int+p*prof-exh*2]
Perception|wis|[_p=0/2]| 1d20[_pper$=+wis+p*prof-exh*2]
Performance|cha|[_p=0/2]| 1d20[_$=+cha+p*prof-exh*2]
Persuasion|cha|[_p=0/2]| 1d20[_$=+cha+p*prof-exh*2]
Religion|int|[_p=0/2]| 1d20[_$=+int+p*prof-exh*2]
Sleight Of Hand|dex|[_p=0/2]| 1d20[_$=+dex+p*prof-exh*2]
Stealth |dex|[_p=0/2]| 1d20[_$=+dex+p*prof-exh*2]
Survival|wis|[_p=0/2]| 1d20[_$=+wis+p*prof-exh*2]
Tool: [_=]|wis|[_p=0/2]| 1d20[_$=+wis+p*prof-exh*2]
Tool: [_=]|str|[_p=0/2]| 1d20[_$=+str+p*prof-exh*2]
[/table][table=ht]
Passive skill|
Insight| [_$=10+pinsi]
Investigation|[_$=10+pinv]
Perception|[_$=10+pper]
[/table]
[spoiler="Tools"]
[b]Carpenter's Tools[/b]
Artisan's tools
8 gp, 6 lb.
Ability: Strength
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Source: PHB'24, page 220. Available in the Free Rules (2024).
[b]Cook's Utensils[/b]
Artisan's tools
1 gp, 8 lb.
Ability: Wisdom
Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Source: PHB'24, page 220. Available in the Free Rules (2024).
[/spoiler]
[/abilities]
[/col]
[col]
[abilities=Features And Traits]
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks 1 pr round]
[table="rolls d20 dnd5e"]
Weapon | Attack , Damage | note
Dagger| 1d20+[_$=(dex+prof-exh*2)], 1d4+[_$=dex] | Finesse, Light, Thrown (20/60 ft.)
[/table]
[snippet="Weapon properties"]
[b]Light[/b]. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
[b]Finesse[/b]. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
[b]Thrown[/b]. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
[/snippet]
[/abilities]
[/col]
[col]
[abilities=Spells]
Spellcasting Ability = [_=Cha]: [_spellcastingability$=cha]
Sorcery Points = -
[table="compact"]
Spell DC | [_spell_dc$=8+prof+spellcastingability]
Spell Attack | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
[/table]
[/abilities][/col][/2column]
[abilities=Equipment]
[/abilities]
PP: [_=] GP: [_=] SP: [_=] CP: [_=0] Healing potion: [_=0] Carrying Capacity: [_$=15*s] lbs Drag/Lift/Push: [_$=30*s] lbs
[abilities=Background and notes]
[/abilities]