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Personality Traits: Hit Point Maximum

The document provides templates for players to record character details like name, race, class, abilities, equipment, and background. Players fill in scores, bonuses, and other stats to define their Dungeons & Dragons character to use in gameplay.

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Gustavo Vivallos
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0% found this document useful (0 votes)
110 views1 page

Personality Traits: Hit Point Maximum

The document provides templates for players to record character details like name, race, class, abilities, equipment, and background. Players fill in scores, bonuses, and other stats to define their Dungeons & Dragons character to use in gameplay.

Uploaded by

Gustavo Vivallos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Record your character’s name here Chosen Background Chosen Alignment

e.g. Evan, the not so Terrible e.g. Soldier e.g. Lawful Good
In the race section of the players handbook there are lists of suggested
names and naming tradidions for your chosen race. Chosen Race Your real (unless you’re Batman) name
e.g. Woodland Elf e.g. I don’t know... Jim?

Chosen class and character level Record XP gained from playing


e.g. Fighter, 3 (if multiclassing add info here) Note: You can do milestone levelling
Inspiration allows you to pick a roll to have advantage on
You can’t store inspitation for later use, you either have it or you don’t.
DMs award inspiration when you play out your personality traits,
Your current AC
give in to the drawbacks presented by a flaw or bond, and
otherwise portray your character in a compelling way. Note: Armor takes time to put on and off
Unarmored: 10 + DEX (unless your class has a feature),
Characters have a proficiency bonus determined by level Armored: Specified Armor Entry + DEX (Unless it’s heavy)
Note: Your proficiency bonus can’t be added more than once.
Bonus added to Initiative Rolls
Everyone has the same proficiency at the same levels. Levels 1-4 = +2,
levels 5-8 = +3, levels 9-12 = +4, levels 13-16 = +5, levels 17-20 = +6 CLASS & LEVEL BACKGROUND PLAYER NAME Note: Initiative is rolled to determine the turn order of combat
Calculated by 1d20 + DEX
Some spells and classes can add additional bonus’
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
How far you can move in combat
Your chosen Race & Class determines your movement speed
Movement speed changes depending on you mode of transport,
The 6 Ability Scores INSPIRATION environment and spells cast on you
A quick description of your character’s physical and mental characteristics. STRENGTH
Strength (STR), measuring physical power
Dexterity (DEX), measuring agility ARMOR Self-descriptions that make you stand out
Constitution (CON), measuring endurance PROFICIENCY BONUS CLASS INITIATIVE SPEED Be specific about your character’s interests and opinions
Intelligence (INT), measuring reasoning and memory PERSONALITY TRAITS e.g. Instead of “I’m quick to anger” try “I’m quick to throw an insult in jest
Wisdom (WIS), measuring perception and insight but get angry when insults are directed at me.”
Hit Point Maximum
Charisma (CHA), measuring force of personality Strength

Calculating Ability Scores


DEXTERITY
Dexterity Fundamental moral and ethical principles
A quick description of your character’s physical and mental characteristics. Constitution Your character’s alignment is a good place to start
Calculate by rolling 4d6’s and adding the top 3 together. Do this 6 times to CURRENT HIT POINTS IDEALS e.g. Fairness. I never target people who can't afford to lose a few coins.
Intelligence
get 6 scores. E.g. I roll a 4, 2, 6 & 3, add 3+4+6 = a score of 13. (Lawful)
Wisdom
Each ability also has a Modifier defined by the Ability Score Charisma Connections to people, places and events
Modifiers range from −5 (for an Ability Score of 1) to +10 (for a Score of 30) CONSTITUTION SAVING THROWS Specifically one/two of the above that are important to you
Calculate: -10 from the Ability Score, half that (rounded down) = Modifier. TEMPORARY HIT POINTS BONDS e.g. Family, a town or a fond memory. Your DM may use these in the
E.g. A Score of 13 is a +1 Modifier (13-10=3, 3/2=1.5 rounded down to 1) campaign to direct your character to take specific action

Choose which ability score goes where carefully Acrobatics (Dex) Total SUCCESSES
Vices, compulsions, fears, or weaknesses
Note: Classes in the Player’s Handbook recommend priority scores. Animal Handling (Wis) FAILURES
Anything that someone else could exploit
E.g. Druids cast spells with their WIS so that should be your highest score Arcana (Int) HIT DICE DEATH SAVES FLAWS e.g. Once I start drinking, it's hard for me to stop. Your DM may use these to
with CON being the second highest. INTELLIGENCE Athletics (Str) make your character act against best interests
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Maximum health your character has
Insight (Wis)
Determined by your class’ hit dice + constitution modifier
Intimidation (Cha) e.g. Druids hit dice is 1d8. 1st level = 1d8 + Contitution modifier
WISDOM Investigation (Int) For every level after add 1d8 roll + Constitution modifier
Medicine (Wis) Hit points on top of your maximum health
Nature (Int) Some spells/classes give temporary hit points
Perception (Wis) Temporary hit points do not regenerate and are the first to be lost when
Attempt to resist a spell, a trap, a poison, a disease, or threat. your character is damaged.
Performance (Cha)
Roll 1d20 and add your appropriate Modifier.
Each Class gives proficiency in at least two Saving Throws. If your character Persuasion (Cha) If you are reduced to 0 hit points you are knocked out
CHARISMA
is proficient in the Saving Throw, add the proficiency bonus as well. Roll 1d20 on your turn to see if you survive or die, healing can revive you
Religion (Int)
You roll once per turn in combat, 10 or above is a success, 9 or below is a
Each Ability Score is broken down into specific skills Sleight of Hand (Dex) failure. If you roll 3 successes you stabilize, if you roll 3 failures you die.
Your Class & Background tells you specific skills you can be proficient in Stealth (Dex)
Use the relevant Modifier to add to your roll. If you have choosen for your
Your hit dice based on your chosen class
Survival (Wis)
character to be proficient in a skill, add your proficiency bonus as well. Total: How many hit dice you have left to roll
SKILLS ATTACKS & SPELLCASTING e.g. A Druid’s hit dice is a d8. At 3rd level they have 3d8’s they can roll during
a short rest to regain health equal to what they roll.

PASSIVE WISDOM (PERCEPTION)


CP

SP
Your race, class and background give these
Learn these so you don’t forget about them during your campaign!
e.g. Race: Wood Elves give the feature “Dark Vision”. Class: Driud gives the
EP
feature “Wild Shape”, Background: Hermit gives the feature “Discovery”

GP

PP The name of your weapon


Some weapons have special names
e.g. Your starting weapons will just be basic swords or axes, you might find
rare weaponry that has a given name like “The King’s Hammer”
You will use this to see if you notice traps or sneaky enemies
Note: Your DM will probably use this so as not to arouse suspicion OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS The bonus you add to your d20 roll to try and hit something
Calculate by 10 + WIS. +5 for advantage, -5 for disadvantage. A creature Note: Melee/Finesse/Ranged change whether you should use STR/DEX
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
must beat this score on a stealth check to not be noticed by your character. e.g. Using a shortsword: STR Modifier (melee weapon) + Proficiency bonus
(if you are proficient). Race & Class tells you your proficient weapons.
The dice used for damage and the type of damage
Record your equipment here Note: Add your STR/DEX modifier to the damage roll for your total damage
Your class & background determine starting equipment e.g. Using a shortsword: 1d6 + Strength modifier, piercing damage. You
Record your character’s proficiencies & languages These include items you get from your “pack”, any armor and must use the same modifier for both attack and damage bonus.
These are determined by your Race, Class & Background material components
List of available weapons or combat spells
e.g. Race: Wood Elves can speak “Common & Elvish” & are You might pick up weapons but don’t use (e.g. to sell) add them here
proficient in multiple weapons. Record your character’s currency totals here
Also keep a short list of combat spells you might use a lot are worth
Class: Driuds can speak “Druidic”, are proficient in certain You can earn money through quests, selling items or theivery recording here. E.g. Fire Bolt - Cantrip - 1d10 fire damage
armors, weapons & tools. CP = Copper Pieces, SP = Silver Pieces, EP = Electrum Pieces,
Background: Hermit are proficient in Herbalism Kits GP = Gold Pieces, PP = Platinum Pieces

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