Unorganized
_HELP
This is the D&D 5e Character Sheet attribute template created by ArcOnyx. Read on for tips on the use of this template.
Usage Notes
- Attributes whose names start with an underscore like _so are internal attributes used by the sheet and typically contain formulae for automatically calculated values. You can just ignore them and leave the default values in. However, if they do not fit your character just replace them with the correct values.
- The ability modifiers, saving throws and skill modifiers displayed on the sheet are automatically calculated in this _internal attributes based on values in other attributes. See below for notes on the correct input for these formulae.
- The skill and saving throw fields use the following system for proficiency and expertise:
0 = Not proficient, 1 = proficient 2 = expertise. These values are applied as multipliers to the proficiency bonus, so a value of 0.5 should work for bard's Jack of All Trades and similar features.
- The Armour Class field defaults to a calculation for unarmoured AC. Feel free to replace that with your actual AC.
- Some sections (resistances, senses, attacks, features, spells, notes) will automatically be hidden if their associated attributes are empty.
- The ability score (e.g. Strength), saving throw and skill fields expect numerical inputs. If you include other text the associated formulae will fail. This isn't a big deal but may lead to some oddities in the sheet display.
- I recommend using Kanka's abilities for spells and other features and traits. Likewise the inventory tools are your best choice for equipment management.
- This _HELP attribute can be safely deleted if you don't need it.
Usage Notes
- Attributes whose names start with an underscore like _so are internal attributes used by the sheet and typically contain formulae for automatically calculated values. You can just ignore them and leave the default values in. However, if they do not fit your character just replace them with the correct values.
- The ability modifiers, saving throws and skill modifiers displayed on the sheet are automatically calculated in this _internal attributes based on values in other attributes. See below for notes on the correct input for these formulae.
- The skill and saving throw fields use the following system for proficiency and expertise:
0 = Not proficient, 1 = proficient 2 = expertise. These values are applied as multipliers to the proficiency bonus, so a value of 0.5 should work for bard's Jack of All Trades and similar features.
- The Armour Class field defaults to a calculation for unarmoured AC. Feel free to replace that with your actual AC.
- Some sections (resistances, senses, attacks, features, spells, notes) will automatically be hidden if their associated attributes are empty.
- The ability score (e.g. Strength), saving throw and skill fields expect numerical inputs. If you include other text the associated formulae will fail. This isn't a big deal but may lead to some oddities in the sheet display.
- I recommend using Kanka's abilities for spells and other features and traits. Likewise the inventory tools are your best choice for equipment management.
- This _HELP attribute can be safely deleted if you don't need it.
Character Name
Malice
Class
Warrior (Defender)
Level
5
Background
Darkness
Player Name
Trixer
Race
Blink Dog
Alignment
Lawful Evil
Experience Points
* Same as Owner
Ability Scores
Strength
14
Dexterity
17
Constitution
14
Intelligence
10
Wisdom
13
Charisma
11
Saving Throw Proficiencies
Strength Save
0
Dexterity Save
0
Constitution Save
0
Intelligence Save
1
Wisdom Save
0
Charisma Save
0
Skill Proficencies
Acrobatics
1
Animal Handling
0
Arcana
0
Athletics
1
Deception
0
History
0
Insight
0
Intimidation
0
Investigation
0
Medicine
0
Nature
0
Perception
0
Performance
0
Persuasion
0
Religion
0
Sleight of Hand
0
Stealth
0
Survival
0
Miscellaneous
Armour Class
13
Speed
40 ft.
Hit Points
62
Hit Dice
1d8
Resistances and Immunities
Senses
Passive Perception 13
Languages
understands Sylvan but can't speak it
Other Proficiencies
Skills Perception +3, Stealth +5
Attacks
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Features
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spells
Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Notes
Internal Attributes
_strmod
2
_dexmod
3
_conmod
2
_intmod
0
_wismod
1
_chamod
0
_prof
3
_Acrobatics
3
_Animal Handling
1
_Arcana
0
_Athletics
5
_Deception
0
_History
0
_Insight
1
_Intimidation
0
_Investigation
0
_Medicine
1
_Nature
0
_Perception
1
_Performance
0
_Persuasion
0
_Religion
0
_Sleight of Hand
3
_Stealth
3
_Survival
1
_initiative
3
_strsave
2
_dexsave
3
_consave
2
_intsave
3
_wissave
1
_chasave
0
_passiveper
11
_layout
9645b7bf-6d41-46ed-9c5e-30acbe38a792
Spell Attack Modifier:
0
Spell Save DC:
0
Proficiency Bonus:
2
Weight:
1 lb.