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IDENTITY & VITALS


(Check if available)

HIT DICE
DEATH SAVES
Success:
Failure:

STATUS TRACKERS

EXHAUSTION TRACKER (Level 1-6)

ACTIVE CONDITIONS & NOTES

APPEARANCE & PERSONAL








ABILITIES
SAVES
(Check box for Prof.)
SKILLS
PASS. PERCEPT:
COMBAT & MAGIC

ATTACKS

NAME ATK MOD DAMAGE / TYPE RANGE / PROPERTIES / NOTES

MAGIC STATS




MAGIC SLOTS: (Check off used slots)

L1 ()
L2 ()
L3 ()
L4 ()
L5 ()
L6 ()
L7 ()
L8 ()
L9 ()

MAGIC LIST

LVL PREP SPELL NAME SAVE / ATK TIME RANGE DURATION SOURCE PAGE REF
GEAR & MONEY

COINS

CP
SP
GP
PP

INVENTORY

ITEM NAME QTY WT/UNIT NOTES / ATTUNEMENT
FEATURES & FEATS
NAME SOURCE
ACTIONS IN COMBAT
RESOURCE TRACKING
RESOURCE NAME CURRENT MAX RECHARGE (SR/LR) / NOTES
IDENTITY & STORY

BACKSTORY

IN-GAME REFERENCE CHEAT SHEET

CONDITIONS SUMMARY

CONDITION EFFECT SUMMARY (Key points)
BlindedCannot see, auto-fail checks relying on sight. Attack rolls are Disadvantage (you) / Advantage (against you).
CharmedCannot target charmer, charmer has Advantage on social rolls.
DeafenedCannot hear, auto-fail checks relying on hearing.
FrightenedDisadvantage on attacks/abilities while sight of fear source, can't move closer to source.
GrappledSpeed becomes 0.
IncapacitatedCannot take actions or reactions.
InvisibleCannot be seen. Attack rolls are Advantage (you) / Disadvantage (against you).
ParalyzedIncapacitated, cannot move/speak, auto-crit on attacks within 5 ft.
PoisonedDisadvantage on attack rolls and ability checks.
ProneDisadvantage on attack rolls. Attacks against you: Advantage (Melee within 5 ft) / Disadvantage (Ranged/Far Melee).
RestrainedSpeed 0, Disadvantage on attacks/Dex saves, Advantage on attacks against you.
StunnedIncapacitated, can't move/speak, auto-crit on attacks within 5 ft.
UnconsciousIncapacitated, Prone, drops items. Auto-crit on attacks within 5 ft.

COMMON DC & TIME REFERENCE

DIFFICULTY CLASSES (DC)

ChallengeDC Value
Very EasyDC 5
EasyDC 10
ModerateDC 15
HardDC 20
Very HardDC 25
Nearly ImpossibleDC 30

TRAVEL & REST TIMES

Pace/RestTime / Distance
Long Rest8 hours (Min 6h sleep, Max 1h activity)
Short Rest1 hour
Fast Pace30 miles/day (Disadvantage on Perception)
Normal Pace24 miles/day
Slow Pace18 miles/day (Stealth possible)
Dash (Combat)Action to double movement (Speed x 2)

PLAYER TURN BREAKDOWN: WHAT CAN I DO?

A player's turn is divided into three main components: Movement, Action, and Bonus Action (optional). You can usually divide up your movement before and after your main action.

1. MOVEMENT

You can move up to your full speed (usually 30 feet).

  • Move, Stop, Move: You can move some distance, take your Action, and then move the rest of your speed.
  • Special Movement: This covers climbing, swimming, crawling, or falling prone (free action). These movements often cost extra movement (e.g., climbing costs double your normal movement speed).

2. ACTION

You get one main Action per turn. This is the core of what you do.

Common Actions Description
AttackMake one melee or ranged attack. (Extra Attack feature grants more attacks, but is still considered a single Attack Action).
Cast a SpellCast a spell (if the casting time is 1 action).
DashGain extra movement for the turn equal to your speed.
DisengageYour movement doesn't provoke opportunity attacks for the rest of the turn.
DodgeUntil the start of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you have advantage on Dexterity saving throws.
HelpGrant an ally advantage on their next attack roll against a creature, or on an ability check.
HideMake a Dexterity (Stealth) check to attempt to become Hidden.
ReadyDeclare an action and a trigger (e.g., "I will attack the ogre the second the door opens"). Uses your Reaction later.
SearchDevote your attention to finding something (Perception or Investigation check).
Use an ObjectInteract with an object (e.g., drinking a potion, drawing a second weapon, retrieving an item from a backpack).

3. BONUS ACTION (OPTIONAL)

You get one Bonus Action only if a class feature, a spell, or another special ability specifically grants it. If you don't have a feature that uses it, you don't get one.

  • Examples: A Rogue's Cunning Action, a Bard's Healing Word spell, or making an attack with an off-hand weapon (Two-Weapon Fighting).

THE REACTION (NOT ON YOUR TURN)

You get one Reaction per round (starting and ending just before your next turn).

  • You do not use your Reaction on your turn unless specifically triggered.
  • Most Common Use: Opportunity Attack (when a hostile creature leaves your reach).
  • Other Uses: Using a spell like Feather Fall, or executing a Ready action from a previous turn.
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