DND 5E CharacterSheet FormFillable
DND 5E CharacterSheet FormFillable
2 INSPIRATION
STRENGTH
18 +3 30 feet
8 ARMOR
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED
-1 PERSONALITY TRAITS
16
Dexterity
Constitution
60
CURRENT HIT POINTS IDEALS
Intelligence
+3 ● 3 Wisdom
CONSTITUTION
6 Charisma
SAVING THROWS
60
TEMPORARY HIT POINTS BONDS
15
3(1d10)
Acrobatics (Dex) Total SUCCESSES
+2 Animal Handling (Wis) 1d10 FAILURES
8 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Race Features:
● 1 History (Int) -Darkvision. Thanks to your elven heritage, you have
Booming Blade +6 W.P dmg superior vision in dark and dim conditions. You can see in
-1 ● 2 Insight (Wis) dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
● 6 Intimidation (Cha) Thundereus Smite +6 W.P Dmg+2d6 Thunder
darkness, only shades of gray.
WISDOM Investigation (Int) -Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
Medicine (Wis)
10 Nature (Int)
-Cantrip (High Elf Heritage). You know one cantrip of your
choice from the wizard spell list. Intelligence is your
spellcasting ability for it.
Perception (Wis) ________________________________________________
0
Class Features:
Performance (Cha) -Divine Sense. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of
● 6 Persuasion (Cha) you that is not behind total cover. You know the type
CHARISMA
(celestial, fiend, or undead) of any being whose presence
Religion (Int) you sense, but not its identity. Within the same radius, you
17 Sleight of Hand (Dex)
also detect the presence of any place or object that has
been consecrated or desecrated, as with the Hallow spell.
Stealth (Dex) -Lay on Hands. You have a pool of healing power that
+3 replenishes when you take a long rest. With that pool, you
Survival (Wis) can restore a total number of hit points equal to your paladin
level x 5.
SKILLS ATTACKS & SPELLCASTING
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.
10 PASSIVE WISDOM (PERCEPTION)
-Bladed Whip[1d6 Alternatively, you can expend 5 hit points from your pool of
CP
slashing, 6 lb. healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and
Finesse, Reach, neutralize multiple poisons with a single use of Lay on
Hands, expending hit points separately for each one.
Armor: All armor, shields. SP
Special,
This feature has no effect on undead and constructs.
Weapons: Simple weapons, Versatile(1d8)].
EP -Fighting Style.
martial weapons. Dueling. When you are wielding a melee weapon in one
-Shortsword[1d6 hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Languages: Common, Elven, GP 25 Piercing, Finesse, -Divine Smite.
Abyssal, Orc. Light, 2lb.] Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend one spell slot to deal radiant
PP damage to the target, in addition to the weapon's damage.
- Breastplate[14 + The extra damage is 2d8 for a 1st-level spell slot, plus 1d8
for each spell level higher than 1st, to a maximum of 5d8.
Dex modifier (max The damage increases by 1d8 if the target is an undead or a
fiend, to a maximum of 6d8.
2)].
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
-set of fine clothes.
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26 1,77 78 Kg
AGE HEIGHT WEIGHT
Steven Lionheart
Yellow White Blonde
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
-Divine Health.
Noble: Knight By 3rd level, the divine magic flowing through you makes you immune to disease.
A knighthood is among the lowest noble titles -Sacred Oath.
in most societies, but it can be a path to Oath of Vengeance:
higher status. If you wish to be a knight,
choose the Retainers feature below instead Channel Divinity
of the Position of Privilege feature. One of When you take this oath at 3rd level, you gain the following two Channel Divinity options.
your commoner retainers is replaced by a
noble who serves as your squire, aiding you Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation,
in exchange for training on his or her own using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That
path to knighthood. Your two remaining creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and
retainers might include a groom to care for undead have disadvantage on this saving throw.
your horse and a servant who polishes your
armor (and even helps you put it on). On a failed save, the creature is frightened for 1 minute or until it takes any damage. While
frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
As an emblem of chivalry and the ideals of
courtly love, you might include among your On a successful save, the creature's speed is halved for 1 minute or until the creature takes any
equipment a banner or other token from a damage.
noble lord or lady to whom you have given
your heart in a chaste sort of devotion. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see
(This person could be your bond.) within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the
creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Variant Feature: Retainers
ADDITIONAL FEATURES & TRAITS
If your character has a noblebackground,
you may select this background feature
instead of Position of Privilege. Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
You have the service of three retainers loyal
to your family. These retainers can be When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
attendants or messengers, and one might be Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you
a majordomo. Your retainers are commoners can use your reaction to make a melee weapon attack against the attacking creature.
who can perform mundane tasks for you, but
they do not fight for you, will not follow you Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
into obviously dangerous areas (such as
dungeons), and will leave if they are Aura of Protection
frequently endangered or abused. Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus
to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be consciouso grant
this bonus.
Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can
move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke
opportunity attacks.
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Paladin Cha 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Booming Blade
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 0 7
EPAR
SPELL NAME
ED
PR
● Thunderous Smite
4
● Bless
● Shield of Faith
SPELLS KNOWN
Bane
● Hunter's Mark
Compelled Duel
2 3 0
Hold Person
● Misty Step
● Find Steed
5
● Warding Bond
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