Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=349120][size=4][B]Allyria[/B][/size][/url], Drow Sorcerer [B]Init[/B] +4 [B]HP[/B] 24/24 [B]Bloodied[/B] 12 [B]Healing Surge[/B] 6 (0 used /6) [B]AC[/B] 16 [B]Fort[/B] 13 [B]Reflex[/B] 14 [B]Will[/B] 18 [B]Speed[/B] [B]Str[/B] 8 (-1) [B]Con[/B] 12 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 12 (+1) [B]Wis[/B] 10 (0) [B]Cha[/B] 18 (+4) [OOC='Chaos Bolt'][B]Chaos Bolt[/B] [DICE]1d20+6[/DICE] vs Will [DICE]1d10+10[/DICE] damage At-Will Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power. [/OOC], [OOC='Bedeviling Burst'][B]Bedeviling Burst[/B] [DICE]1d20+6[/DICE] vs Will [DICE]1d10+10[/DICE] damage Encounter Arcane, Implement, Psychic Standard Action Close burst 3 Target: One or two creatures in the burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier. Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it. [/OOC], [OOC='Darkfire'][B]Darkfire[/B] [DICE]1d20+8[/DICE] vs Reflex Encounter Minor Action Ranged 10 Target: One creature Attack: Intelligence, Wisdom, or Charisma vs. Reflex. You gain a +4 bonus to the attack roll. Level 11: The bonus increases to +6. Level 21: The bonus increases to +8. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.[/OOC], [OOC='Ensorcelled Blade'][B]Ensorcelled Blade[/B] [DICE]1d20+7[/DICE] vs AC [DICE]1d4+8[/DICE] damage At-Will Arcane, Varies, Weapon Standard Action Melee weapon Requirement: You must be wielding a dagger. Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If the target hits or misses you with a melee attack before the start of your next turn, it takes damage equal to the extra damage from your Spell Source class feature. This damage is of a single type to which you have resistance arising from your Spell Source class feature. Increase damage to 2[W] + Charisma modifier at 21st level. Special: You can use this power in place of a melee basic attack.[/OOC], [OOC='Dazzling Ray'][B]Dazzling Ray[/B] [DICE]1d20+6[/DICE] vs Will [DICE]6d6+10[/DICE] damage Daily Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). Miss: Half damage.[/OOC] [B]Notes[/B]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
[DICE]1d20+6[/DICE] vs Will [DICE]1d10+10[/DICE] damage At-Will Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
[DICE]1d20+6[/DICE] vs Will [DICE]1d10+10[/DICE] damage Encounter Arcane, Implement, Psychic Standard Action Close burst 3 Target: One or two creatures in the burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier. Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.
[DICE]1d20+8[/DICE] vs Reflex Encounter Minor Action Ranged 10 Target: One creature Attack: Intelligence, Wisdom, or Charisma vs. Reflex. You gain a +4 bonus to the attack roll. Level 11: The bonus increases to +6. Level 21: The bonus increases to +8. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.
Powers
[DICE]1d20+7[/DICE] vs AC [DICE]1d4+8[/DICE] damage At-Will Arcane, Varies, Weapon Standard Action Melee weapon Requirement: You must be wielding a dagger. Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If the target hits or misses you with a melee attack before the start of your next turn, it takes damage equal to the extra damage from your Spell Source class feature. This damage is of a single type to which you have resistance arising from your Spell Source class feature. Increase damage to 2[W] + Charisma modifier at 21st level. Special: You can use this power in place of a melee basic attack.
[DICE]1d20+6[/DICE] vs Will [DICE]6d6+10[/DICE] damage Daily Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). Miss: Half damage.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games