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NOMBRE PERSONAJE

FONDO

CLASE
NIVEL

EXPERIENCIA

SUBCLASE
RAZA

TAMAO

NOMBRE
CARAC

PUNT.
CARAC

FUE

MODIFIC.
CARAC

ALINEAMIENTO

GNERO

CARACTERSTICAS

CARAC.
TEMP

MODIFIC.
TEMP

EDAD
TIRADA
SALVA

ALTURA

PESO

DESTREZA

MODIFIC.
CARAC

BONUS
COMPETENCIA

CONSTITUCIN

INTELIGENCIA

DES

CON
INT

SAB

SABIDURIA

CAR

MAX

TEMPORARIOS

CA

CLASE ARMAD

TOTAL

ARMADURA

ARMADURA

D. GOLPE

RESTANTES

ESCUDO

MODIFICADOR
DE DESTREZA

ARMADURA

TIPO ARMAD.

MOFICADOR

TOTAL

ATAQUES

ACCIN POR ATAQUE

TOTAL

ATAQUE 1

ARMADURA

MODIFICADOR
DE DESTREZA

ESTANDAR

ATAQUES
EXTRA
BONUS

SIGILO

INT

SAB

CAR
CAR

RELIGIN

INT

JUEGO DE MANOS

DES

SUPERVIVENCIA

SAB

SIGILO

DES

INT

STR

CHA

INT

WIS

CHA

INT

WIS

INT

WIS

CHA

CHA

INT

DEX

DEX

WIS

=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=

MODIFIC.
CARAC

COMPETENCIAS

BONUS
COMPETENCIA

+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+

HERRAMIENTAS

BONUS COMPETENCIA

PESO

+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+

OTRO
MODIFIC.

IDIOMAS

PROPIEDADES

INSPIRACIN

NORMAL

PASIVA

TOTAL
DAO

BASE

HABILIDAD DE
PERCEPCIN

ARMADURA
OTRO

TIPO

CABEZA

EQUIPO PUESTO

CINTA, SOMBRERO, YELMO O FILACTERIA

ATAQUE 2

BONUS

DAO

TIPO

ATAQUE 3

CUELLO

AMULETO, BROCHE, MEDALLN, TALISMN O ESCARAB.


BONUS

DAO

BONUS

DAO

HOMBROS

CAPA, CAPOTE O MANTO

TIPO

PROPIEDADES

ANILLOS

MANO DERECHA

ANILLOS

MANO IZQUIERDA

ATAQUE 5

BONUS

ALCANCE

DAO

TIPO

SOBRECAR.

BONUS

DAO
PROPIEDADES

BRAZOS / MUECAS

BRAZALES O BRAZALETES

CUERPO

TNICA O JUEGO DE ARMADURA

TIPO

TORSO

CHALECO, VESTIDURA O CAMISA

CINTURA

CINTURN O FAJN

PIES

BOTAS, ZAPATOS O ZAPATILLAS

CAPACIDAD DE CARGA
ACTUAL

PROPIEDADES

ATAQUE 6

MANOS

GUANTES O GUANTELETES

TIPO

PROPIEDADES

ATAQUE 4

OJOS

LENTES DE CONTACTO O GAFAS

PROPIEDADES

ALCANCE

MUNICIN

_____________

PERSUASIN

PROPIEDADES

ALCANCE

ALCANCE

SAB

WIS

MODIFIC.
HABILIDAD

ARMAS

PERCEPCIN

ALCANCE

MUNICIN

FUERZA

VELOCIDAD

OTRO

ALCANCE

MUNICIN

MOD DES

CAR
INT

MEDICINA

PERCEPCIN

INT

DEX

ACCIONES

INICIATIVA

MUNICIN

PESO

AVERIGUAR INTENCIONES

SAB

INVESTIGACIN

REDUCCIN DE DAO

INT

CAR

INTIMIDACIN

TIR. MUERTE

SAB

ENGAAR
HISTORIA

XITO

DES

FUE

INTERPRETACIN
FALLO

RESISTENCIA AL DAO

ACROBACIAS

NATURALEZA

v1.58

PELO

HABILIDADES

CARAC COMPETENT.

ATLETISMO

D. GOLPE USADOS

NOMBRE HABILIDAD

ARCANO

PROPIEDADES

ESCUDO

MUNICIN

TOTAL

OTRO

OJOS

TRATO CON ANIMALES

___d6 ___d8 ___d10 ___d12

DG

P. GOLPE

MUNICIN

SALUD & ARMADURA

PG

OTRO
MODIFIC.

NOMBRE JUGADOR
RELIGIN / PATRON / DEIDAD

PIEL

TIRADAS SALVACIN

FUERZA

CARISMA

SIGUIENTE NIVEL

VELOCIDAD -10 PIES

SOBRECAR. EXCESO

VELOCIDAD -20 PIES


DESV. PRUEBAS, ATAQ. Y TIRADAS DE FUE. DES Y CON

EMP., ARRAS., ALZAR

EMP. O ARRASTR. MAS DE 15xFUE VEL. CAE A 5 PIES

MONEDAS
PLATINO (PPT)

1 PLATINO = 10 ORO

ORO (PO)

1 ORO = 2 ELECTRUM

ELECTRUM (PE)

1 ELECTRUM = 5 PLATA

PLATA (PP)

1 PLATA = 10 COBRE

COBRE (PC)

CARGADO

TOTAL

GEAR

POSSESSION ON PERSON

RACE, BACKGROUND, CLASS & FEATS

ITEM

QTY

LOCATION

WEIGHT

ATTUNED MAGICAL ITEMS

QTY

LOCATION

WEIGHT

TOTAL WEIGHT CARRIED

POSSESSION NOT ON PERSON

ITEM

QTY

CHARACTER NOTES

HERO POINTS

HONOR:

GEMSTONES

REMAINING

CARRYING ______ COINS ( _____ lb)

LOCATION

TOTAL WEIGHT

PERSONALITY TRAITS

SANITY:

IDEAL

BOND
ART OBJECTS

FLAW

WEIGHT

SPELLCASTING
CLASS

LEVEL

SUBCLASS

PREPARED NOT PREPARED


CANTRIPS

RITUAL

SPELL LIST

CONCENTRATION
SPELLS

ABILITY

SPELL SLOTS

ABILITY BONUS
PREPARED/KNOWN

HIGHER LEVEL

DOMAIN SPELL

SPELL SAVE DC

OATH SPELL

SPELLS USED

SORCERY POINT COST

SORCERY POINTS
CIRCLE SPELL

MASTERY

1st

2nd

3rd

4th

5th

USED

6th

7th

8th

9th

MYSTIC ARCANUM

SPELL RECOVERY LEVELS

USED

SIGNATURE

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 1

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 2

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 3

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 4

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 5

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 6

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 7

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 8

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

LEVEL 9

CASTING

RANGE

DURATION

COMPONENTS

TYPE

DETAILS

REF

CHARACTER PORTRAIT

FAMILIAR OR ANIMAL COMPANION


NAME

PG

FUE

DES

CON
INT

CA

TYPE
VELOC.

SIZE

SENSES
TRAITS

SKILLS

SAB

CAR

EXHAUSTION

LEVEL EFFECT (CUMULATIVE)

CURRENT LEVEL

Disadvantage on ability checks

Disadvantage on attack rolls and saving throws

2
4
5
6

FACTION:

ATTACKS

CHARACTER BACKSTORY

RANK:

ALLIES & ORGANIZATIONS


RENOWN:

Speed halved

Hit point maximum halved


Speed reduced to 0
Death

Finishing a long rest reduces a creature's exhaustion level by 1,


provided that the creature has also ingested some food and drink.
BLINDED

CONDITIONS

You cant see and automatically fails any ability check that requires sight.
Attack rolls against you have advantage, and your attack rolls have disadvantage.

CHARMED

The charmer has advantage on any ability check to interact socially with you.
You can't attack the charmer or target the charmer with harmful abilities or magical
effects.

DEAFENED

You cant hear and automatically fails any ability check that requires hearing.

FRIGHTENED

You have disadvantage on ability checks and attack rolls while the source of its
fear is within line of sight.
You cant willingly move closer to the source of its fear.

GRAPPLED

Your speed becomes 0, and you can't benefit from any bonus to your speed.
The condition ends if the grappler is incapacitated .
The condition ends if an effect removes you from the reach of the grappler
or grappling effect, such as if you are hurled away by the thunderwave spell.

INCAPACITATED

You cant take actions or reactions.

INVISIBLE

You are impossible to see without the aid of magic or a special sense. For the
purpose of hiding, you are heavily obscured. Your location can be detected by
any noise you make or any tracks you leave.
Attack rolls against you have disadvantage, and your attack rolls have advantage.

PARALYZED

You are incapacitated and cant move or speak.


You automatically fails Strength & Dexterity saving throws.
Attack rolls against you have advantage.
Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

PETRIFIED

You are transformed, along with any nonmagical objects you are wearing or
carrying, into a solid inanimate substance (usually stone). Your weight increases
by a factor of ten, and you cease to age.
You are incapacitated , cant move or speak, and are unaware of your surroundings.
Attack rolls against you have advantage.
You automatically fail Strength & Dexterity saving throws.
You have resistance to all damage.
You are immune to poison and disease, although a poison or disease already in
your system is suspended, not neutralized.

POISONED

You have disadvantage on attack rolls and ability checks.

PRONE

Your only movement is to crawl, unless you stand up and thereby end the condition.
You have disadvantage on attack rolls.
An attack roll against you has advantage if the attacker is within 5 feet of you.
Otherwise, the attack roll has disadvantage.

RESTRAINED

Your speed becomes 0, and you can't benefit from any bonus to your speed.
Attack rolls against you have advantage, and your attack rolls have disadvantage.
You have disadvantage on Dexterity saving throws.

STUNNED

You are incapacitated , can't move, and can speak only falteringly.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have advantage.

UNCONSCIOUS

You are incapacitated , can't move or speak, and are unaware of your surroundings
You drop whatever you are holding and fall prone.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have advantage.
Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

ADVENTURE NOTES

ADVENTURE NOTES

WILD SHAPE
CLASE

SUBCLASE

WILD SHAPE 1

ARMOR CLASS
ABILITY SCORES

HIT POINTS

STR

DEX

WILD SHAPE

( _______ )

CON

INT

SKILLS

REMAINING
WIS

CHA

SAVING THROWS

RESISTANT
IMMUNE
VUNERABLE
SENSES

ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY

TRAITS

USED

CR MAX

DURATION

LIMITATIONS

v1.58

INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION

PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL

INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION

PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL

INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION

PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL

INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION

PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL

LANGUAGES

ACTIONS
1
2
3

INITIATIVE

WILD SHAPE 2

ARMOR CLASS
ABILITY SCORES

SPEED

HIT POINTS

STR

DEX

OTHER

( _______ )

CON

INT

SKILLS

REMAINING
WIS

CHA

SAVING THROWS

RESISTANT
IMMUNE
VUNERABLE
SENSES

ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY

TRAITS

LANGUAGES

ACTIONS
1
2
3

INITIATIVE

WILD SHAPE 3

ARMOR CLASS
ABILITY SCORES

SPEED

HIT POINTS

STR

DEX

OTHER

( _______ )

CON

INT

SKILLS

REMAINING
WIS

CHA

SAVING THROWS

RESISTANT
IMMUNE
VUNERABLE
SENSES

ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY

TRAITS

LANGUAGES

ACTIONS
1
2
3

INITIATIVE

WILD SHAPE 4

ARMOR CLASS
ABILITY SCORES

SPEED

HIT POINTS

STR

DEX

OTHER

( _______ )

CON

INT

SAVING THROWS

RESISTANT
IMMUNE
VUNERABLE
SENSES

1
2
3

WIS

CHA

ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY

TRAITS

LANGUAGES

ACTIONS

SKILLS

REMAINING

INITIATIVE

SPEED

OTHER