Class & Level

Species

Elf

Background

Background

Alignment

______________

Strength

10

+0

Dexterity

10

+0

Constitution

10

+0

Intelligence

10

+0

Wisdom

10

+0

Charisma

10

+0

10

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

10

Max Health Points

Saving Throws

Strength

+2

Dexterity

+2

Constitution

+2

Intelligence

+2

Wisdom

+2

Charisma

+2

+2

Proficiency
Bonus

INT

+3

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

-3

Arcana Int

-3

Athletics Str

-3

Deception Cha

-3

History Int

-3

Insight Wis

-3

Intimidation Cha

-3

Investigation Int

-3

Medicine Wis

-3

Nature Int

-3

Perception Wis

-3

Performance Cha

-3

Persuasion Cha

-3

Religion Int

-3

Sleight of Hand Dex

-3

Stealth Dex

-3

Survival Wis

-3

Traits & Gear

Traits

Equipment & Money

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Actions

Abilities that take require an action, bonus action or reaction. 

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Firebolt

Evocation cantrip

Casting Time: 1 action Range: 120 feet Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Chill Touch

Necromancy cantrip

Casting Time: 1 action Range: 120 feet Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shocking Grasp

Evocation cantrip

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Evocation cantrip

Casting Time: 1 action Range: Self (5-foot radius) Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.