Mar 17, 2022 7:18 am
KoldikSteelskin has created a D&D 5e sheet that's suitable for all character classes - but as it's general-purpose, it might be a little complicated for your needs.
This thread is for specialised 5e character sheets and pre-generated characters for quickly joining a game.
Open the sheet, take a peek, click create character in the top right.
Then fill the sheet in by:
* Clicking the underlines to enter fields.
* Click checkboxes for proficiency.
* Click the quills to edit a section (in a section a # prefix indicates a dropdown heading)
Here's a handy point buy calculator to help calculate stats.
This thread is for specialised 5e character sheets and pre-generated characters for quickly joining a game.
Open the sheet, take a peek, click create character in the top right.
Then fill the sheet in by:
* Clicking the underlines to enter fields.
* Click checkboxes for proficiency.
* Click the quills to edit a section (in a section a # prefix indicates a dropdown heading)
Here's a handy point buy calculator to help calculate stats.
[ +- ] DnD 5e: Level 1 Artificer
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Artificer | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Intelligence () |
Spell DC: | |
Spell Attack: |
Level | Spell slots |
1 | |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Barbarian
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Barbarian | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Rage (+2)
Notes
Notes
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
* If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
* If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
Notes
Notes
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier (). You can use a shield and still gain this benefit.
Attacks
Weapon | Attack | Damage |
e.g. Greataxe | +5 | 1d12+3 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Bard
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Bard | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Charisma () |
Spell DC: | |
Spell Attack: | |
Spells known | |
Cantrips known |
Level | Spell slots |
1 | |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Bardic inspiration
Notes
Notes
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Cleric
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Cleric | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Wisdom () |
Spell DC: | |
Spell Attack: |
Level | Spell slots |
1 | |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Druid
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Druid | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Wisdom () |
Spell DC: | |
Spell Attack: |
Level | Spell slots |
1 | |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Armor
Notes
Notes
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons
Notes
Notes
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Druidic
Notes
Notes
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 this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Herbalism Kit
Notes
Notes
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Fighter
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Fighter | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Second Wind
Notes
Notes
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Attacks
Weapon | Attack | Damage |
e.g. Longsword | +5 | 1d8+3 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Monk
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Monk | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Xi save DC:
Xi 0/0
Notes
Notes
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
Unarmored Defense
Notes
Notes
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier ().
Martial Arts
Notes
Notes
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Attacks
Weapon | Attack | Damage |
Martial Arts | 1d4+ |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Background and notes
[ +- ] DnD 5e: Level 1 Paladin
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Paladin | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Charisma () |
Spell DC: | |
Spell Attack: |
Level | Spell slots |
1 | 0/0 |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Divine Sense (lr)
Notes
Notes
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands 5/ (lr)
Notes
Notes
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level Ă— 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Spells
Prepare:
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Ranger
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Ranger | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Wisdom () |
Spell DC: | |
Spell Attack: |
Level | Spell slots |
1 | 0/0 |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Spells
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Rogue
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Rogue | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Attacks
Weapon | Attack | Damage |
Sneak Attack | 1d6 | |
e.g. Dagger | +3 | 1d4+1 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
[ +- ] DnD 5e: Level 1 Wizard
Create character
Name: | Race: | Background: | Level(s): | 1 | |||
Class(es): | Wizard | Inspiration: | Alignment: | Proficiency: |
Stats
Check | Prof | Save | ||
Str | 10 | |||
Dex | 10 | |||
Con | 10 | |||
Int | 10 | |||
Wis | 10 | |||
Cha | 10 |
HP: | 0 / 0 |
Temp HP: | 0 |
AC: | 10 |
Initiative: | |
Speed: | 30 |
Spell casting
Spellcasting Ability: | Intelligence () |
Spell DC: | |
Spell Attack: |
Level | Spell slots |
1 | |
2 | 0/0 |
3 | 0/0 |
Skills
Skill | Mod | Prof | Bonus |
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 |
Features And Traits
Arcane Recovery (SR)
Notes
Notes
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Attacks
Weapon | Attack | Damage |
e.g. Dagger | +3 | 1d4+1 |
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
Background and notes
Last edited June 5, 2022 3:03 pm