DELVEBOUND Character Sheet (Fillable) v1.4

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4
At a glance
Powered by AI
The document outlines the structure and contents of a character sheet for a role-playing game.

A character sheet would include information like character stats, abilities, equipment, background details, spells, and more.

Environmental hazards discussed include food/water consumption, falling, suffocating, and forced marches.

DELVEBOUND v1.

4 Character Sheet

CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME
RACE ALIGNMENT EXPERIENCE POINTS

SAVING THROW LUCK


ATHLETICS ARMOR
CLASS
CONDITIONS BOONS

STRENGTH
TEMP HP
BIRTHSIGN

INITIATIVE
SAVING THROW SPEED
ACROBATICS Max HD Successes
SLEIGHT OF HAND
Failures
STEALTH
CURRENT MAXIMUM
PERSONALITY TRAITS
AGILITY Current HD HIT POINTS HIT POINTS Death Saves

CURRENT MAGICKA MAX MAGICKA

SAVING THROW

MAGICKA REGEN
IDEALS

ENDURANCE

NAME ATK BONUS DAMAGE/TYPE

SAVING THROW BONDS


ARCANA
HISTORY
INVESTIGATION
INTELLIGENCE NATURE
RELIGION
FLAWS
SAVING THROW
ANIMAL HANDLING
INSIGHT
MEDICINE
PERCEPTION
WILLPOWER
SURVIVAL

SAVING THROW
DECEPTION
INTIMIDATION
PERFORMANCE ATTACKS & SPELLCASTING
PROFICIENCIES & LANGUAGES
PERSONALITY PERSUASION

PASSIVE PERCEPTION

PROFICIENCY BONUS

LOAD MAX LOAD

CLASS ABILITIES & FEATURE TRACKER

Septims

EQUIPMENT & VALUABLES EQUIPMENT CONT. FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Modded by u/supersonic159 and converted for DELVEBOUND by Dion Haubro
DELVEBOUND

AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Faction Name Renown Rank Perks & Notes

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTHER BACKSTORY OTHER NOTES

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Modded by u/supersonic159 and converted for DELVEBOUND by Dion Haubro
DELVEBOUND

Spellcasting Ability Spell Save DC Spell Attack Bonus


SPELLCASTING CLASS

Magicka Cost Magicka Cost

0 CANTRIPS 3 5 6 9

Lvl
Magicka Cost Magicka Cost

1 2 7 10
Spell Name

Magicka Cost

4 6

Magicka Cost

8 11
Magicka Cost

2 3
Magicka Cost

5 7 Magicka Cost

9 13

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Modded by u/supersonic159 and converted for DELVEBOUND by Dion Haubro
DELVEBOUND Line
Cone Sphere
Point of Origin Cube Cylinder
System Reference

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. DC for Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. Will(Perception) check to discover you is Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) your Agi(Stealth) check. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Agi saving throws until the Search for something, possibly with a Will(Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple -win Str(Athletics) or Agi(Acrobatics) Agi (Acrobatics) check. Can’t take actions or reactions.
check vs. grappler’s Str(Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Agi saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Agi saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Agi saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Agi saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196)
PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Agi saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Agi saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Agi (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Agi saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Agi (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a End PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + End modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + End modifier in minutes (30 seconds minimum). After that, survive for End modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)

Based on Wizards of the Coast character sheet & MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998; 5E reference by Joost Wijnen - Converted to DELVEBOUND by Dion Haubro

You might also like