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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Filler Name
Character Name
Wizard 8
Class & Level
Urban Bounty Hunter
Background
Warforged
Race
Chaotic Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-4
3
3
+
0
(Race)
DEXTERITY
+4
18
17
+
1
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+5
20
18
+
2
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
-1
9
9
+
0
(Race)
ARMOR CLASS
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1515
+
0
SPEED
30
HIT POINTS
Max:
58
58
TEMP HP
POINT BUY
No (8-15)
Picture URL:
https://cdn.discordapp.com/attachments/718816748295684187/779849873679712306/image0.png
Token URL:
-4 -4
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
-4 -4
+
0
Athletics (Str)
-1 -1
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
-1 -1
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-1 -1
+
0
Performance (Cha)
-1 -1
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
16
DC
Cast Mod
4
Cantrip:
4
/
1st:
3
/
2nd:
3
/
3rd:
2
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Level 1
Mage Armor
Identify
Detect Magic
Comprehend Languages
Tenser's Floating Disk
Shield
Magic Missile

Sleep

Level 2
Misty Step
Rope Trick
Blur
Mirror Image
Cloud of Daggers
Hold Person
Invisibility
Shadow Blade

Spider Climb

Level 3
Tiny Servant

Gaseous Form

Level 4
Level 1
Mage Armor
Identify
Detect Magic
Comprehend Languages
Tenser's Floating Disk
Shield
Magic Missile
Sleep

Level 2
Misty Step
Rope Trick
Blur
Mirror Image
Cloud of Daggers
Hold Person
Invisibility
Shadow Blade
Spider Climb

Level 3
Tiny Servant
Gaseous Form

Level 4
SPELLCASTING
[+instructions]
FEATURES & TRAITS
8d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Clothing
Daggers
Wand
Spellbook
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
20 gp
WEALTH
Common
Gnomish
Thieve's Tools
Lute
Dice Set
Light Armor
Dagger
Darts
Slings
Quarterstaffs
Light Crossbows
Scimitar
PROFICIENCIES & LANGUAGES
I don't pay attention to the risks in a situation. Never tell me the odds.
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
PERSONALITY TRAITS
Chains are meant to be broken, as are those who would forge them.
IDEALS
I'm trying to pay off an old debt I owe.
BONDS
I have a "tell" that reveals when I'm lying.
FLAWS
 
Age.
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment.
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size.
Your size is Medium.

Constructed Resilience.
You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection.
Your body has built-in defensive layers, which can be enhanced with armor:
You gain a [+1] bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, the armor incorporated into your body can't be removed against your will.

Specialized Design.
You gain one skill proficiency and one tool proficiency of your choice.

Languages.
You can speak, read, and write Common and one other language of your choice.

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Level 4 ASI(+1 Int, [+1] Dex)

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Level 8 ASI(Telekinetic Feat)
DESCRIPTION & EXTRA INFO
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