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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=415787][size=4][B]Gretta the Whisperer[/B][/size][/url], Human Witch [B]Init[/B] +0 [B]HP[/B] 26/26 [B]Bloodied[/B] 13 [B]Healing Surge[/B] 6 (0 used /7) [B]AC[/B] 16 [B]Fort[/B] 14 [B]Reflex[/B] 17 [B]Will[/B] 18 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 8 (-1) [B]Int[/B] 18 (+4) [B]Wis[/B] 16 (+3) [B]Cha[/B] 12 (+1) [OOC='[color=green]Beguiling Strands[/color]'][B][color=green]Beguiling Strands[/color][/B] Wizard Attack 1Beguiling Strands A strand of scintillating colors and gleaming lights clouds your enemies’ minds and forces them to move away. At-Will Arcane, Charm, Enchantment, Implement, Psychic Standard Action Close blast 5 Target: Each enemy in the blast Attack: Intelligence vs. Will Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares. Level 21: 3 + Intelligence modifier psychic damage. Published in Heroes of the Fallen Lands, page(s) 204. [/OOC], [OOC='[color=green]Hypnotism[/color]'][B][color=green]Hypnotism[/color][/B] Wizard Attack 1Hypnotism Your piercing gaze and whispered word let you seize momentary control of your enemy’s mind. At-Will Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: Choose one of the following effects: * The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. * You slide the target up to 3 squares. Published in Heroes of the Fallen Lands, page(s) 205. [/OOC], [OOC='[color=green]Witch Bolt[/color]'][B][color=green]Witch Bolt[/color][/B] Wizard Attack 1Witch Bolt You hurl a bolt of crackling energy, forming a line of lightning between you and your foe. At-Will Arcane, Evocation, Implement, Lightning Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier lightning damage. Level 21: 2d10 + Intelligence modifier lightning damage. Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can’t sustain this power. Published in Heroes of the Feywild, page(s) 91. [/OOC], [OOC='[color=red]Chameleon Mask[/color]'][B][color=red]Chameleon Mask[/color][/B] Wizard Utility Chameleon’s Mask You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy’s sight and hearing. Encounter Arcane, Illusion Free Action Personal Trigger: You make a Stealth check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check. Published in Heroes of the Feywild, page(s) 91. [/OOC], [OOC='[color=red]Suggestion[/color]'][B][color=red]Suggestion[/color][/B] Wizard Utility Suggestion You weave arcane power through your words, infusing each phrase with persuasive magic. Encounter Arcane Free Action Personal Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. Published in Heroes of the Fallen Lands, page(s) 203, Neverwinter Campaign Setting, page(s) 74. [/OOC], [OOC='[color=green]Ghost Sound[/color]'][B][color=green]Ghost Sound[/color][/B] Wizard Utility Ghost Sound With a wink, you create an illusory sound that emanates from a distant location. At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. Update (1/24/2012) Updated in Class Compendium. Published in Player's Handbook, page(s) 158, Heroes of the Fallen Lands, page(s) 201, Neverwinter Campaign Setting, page(s) 73, Class Compendium. [/OOC], [OOC='[color=red]Daunting Presence[/color]'][B][color=red]Daunting Presence[/color][/B] Wizard Utility 2Daunting Presence Shadows deepen around you, your voice deepens to a rumble, and you appear to grow larger as you confront those foolish enough to dispute your wishes. Encounter Arcane, Fear Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and creatures adjacent to you take a -2 penalty to attack rolls that target you. Published in Arcane Power, page(s) 103. [/OOC], [OOC='[color=blue]Witch Features[/color]'][B][color=blue]Witch Features[/color][/B] WITCH’S FAMILIAR You gain the Arcane Familiar feat as a bonus feat. At the end of each extended rest, when you confer with your familiar you can replace one of your wizard daily attack powers or wizard utility powers with another wizard power of the same type. The new power must have a level, and its level must be the same as the old power’s level. When you reach level 24, your familiar enables you to spend an action point on your turn to regain the use of one of your expended wizard encounter attack powers, instead of taking an extra action. If you do so, you gain combat advantage against every target of that power the next time you use it during the current encounter. WITCH CANTRIPS You gain three cantrips of your choice. MOON COVEN Choose a coven, and gain its benefits. Dark Moon Coven You gain the dread presence power. In addition, you gain training in the Intimidate skill. At level 5, you gain a +2 bonus to Intimidate checks and Stealth checks. AUGURY You gain the augury power.[/OOC], [OOC='[color=darkslategrey]Augury[/color]'][B][color=darkslategrey]Augury[/color][/B] Wizard Utility Augury You read the mystic signs and glean a notion of the future. Daily Arcane Standard Action Personal Requirement: You must use this power during an extended rest. Effect: You ask a question and receive a vague notion of the future. You might receive a clue as to whether a specific course of action is likely to have positive or negative results. This notion can take the form of a single image, a hint about a danger that might be faced, or just a positive or negative feeling about the current course of destiny. [/OOC], [OOC='[color=red]Dread Presence[/color]'][B][color=red]Dread Presence[/color][/B] Wizard Attack 1Dread Presence Your shadow lengthens and grows, looming over your enemies and overcoming them with dread. Encounter Arcane, Fear, Implement, Necrotic, Nethermancy, Zone Standard Action Close blast 5 Target: Each creature in the blast Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. Effect: The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your Wisdom modifier. Special: All damage from this attack and its effect ignores 5 points of necrotic resistance.[/OOC], [OOC='[color=green]Oracle of the Evil Eye[/color]'][B][color=green]Oracle of the Evil Eye[/color][/B] Oracle of the Evil Eye Attack Gaze of the Evil Eye Your foe feels the foreboding stare of your evil eye warning it away from you. At-Will Arcane, Psychic Minor Action Ranged 5 Target: One creature you can see that isn’t marked by you Effect: The target takes 2 psychic damage whenever it hits you with an attack (a creature can take this damage only once per turn). The effect ends if you don’t have line of sight to the target at the end of your turn, or if you use this power against a different target. Level 21: 4 psychic damage.[/OOC], [OOC='[color=darkslategrey]Spirit Rend[/color]'][B][color=darkslategrey]Spirit Rend[/color][/B] Wizard Attack 1Spirit Rend You weave a dire spell that tears at your enemies’ spirits and holds the undead at bay. Daily Arcane, Implement, Necromancy, Necrotic, Shadow Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends). Miss: Half damage. Published in Heroes of Shadow, page(s) 100. [/OOC], [OOC='[color=blue]Staff of Sleep and Charm +1[/color]'][B][color=blue]Staff of Sleep and Charm +1[/color][/B] Staff of Sleep and CharmLevel 3+ Common The crystal eye atop this dusky birch staff enhances spells that target the mind. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement: Staff Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus Property You gain a +1 item bonus to attack rolls with arcane charm or sleep attack powers. Level 13 or 18: Gain a +2 item bonus to attack Level 23 or 28: Gain a +3 item bonus to attack Published in Adventurer's Vault 2, page(s) 39. [/OOC], [OOC='[color=blue]Amulet of Mental Resolve +1[/color]'][B][color=blue]Amulet of Mental Resolve +1[/color][/B] Amulet of Mental ResolveLevel 2+ Uncommon Your mind is guarded when wearing this cold iron talisman. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Property Gain a +2 item bonus to saving throws against effects with the charm, illusion, or sleep keyword. Published in Adventurer's Vault, page(s) 148. [/OOC], [OOC='[color=orange]Bound Demon[/color]'][B][color=orange]Bound Demon[/color][/B] FamiliarBound Demon This ugly blob of flesh is a creature bound to your service, but it would prefer to be back in the Abyss. Speed 5, fly 3 (hover)Constant Benefits* You gain a +2 bonus to Intimidate checks. * You can read and speak Abyssal.Active BenefitsAlchemical Synergy: Once per encounter, when you hit a bloodied creature adjacent to your bound demon, you gain 1d8 temporary hit points. Level 11: 2d8 temporary hit points. Level 21: 3d8 temporary hit points. Published in Arcane Power, page(s) 140. [/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
Wizard Attack 1Beguiling Strands A strand of scintillating colors and gleaming lights clouds your enemies’ minds and forces them to move away. At-Will Arcane, Charm, Enchantment, Implement, Psychic Standard Action Close blast 5 Target: Each enemy in the blast Attack: Intelligence vs. Will Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares. Level 21: 3 + Intelligence modifier psychic damage. Published in Heroes of the Fallen Lands, page(s) 204.
Wizard Attack 1Hypnotism Your piercing gaze and whispered word let you seize momentary control of your enemy’s mind. At-Will Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: Choose one of the following effects: * The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. * You slide the target up to 3 squares. Published in Heroes of the Fallen Lands, page(s) 205.
Wizard Attack 1Witch Bolt You hurl a bolt of crackling energy, forming a line of lightning between you and your foe. At-Will Arcane, Evocation, Implement, Lightning Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier lightning damage. Level 21: 2d10 + Intelligence modifier lightning damage. Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can’t sustain this power. Published in Heroes of the Feywild, page(s) 91.
Wizard Utility Chameleon’s Mask You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy’s sight and hearing. Encounter Arcane, Illusion Free Action Personal Trigger: You make a Stealth check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check. Published in Heroes of the Feywild, page(s) 91.
Wizard Utility Suggestion You weave arcane power through your words, infusing each phrase with persuasive magic. Encounter Arcane Free Action Personal Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. Published in Heroes of the Fallen Lands, page(s) 203, Neverwinter Campaign Setting, page(s) 74.
Wizard Utility Ghost Sound With a wink, you create an illusory sound that emanates from a distant location. At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. Update (1/24/2012) Updated in Class Compendium. Published in Player's Handbook, page(s) 158, Heroes of the Fallen Lands, page(s) 201, Neverwinter Campaign Setting, page(s) 73, Class Compendium.
Wizard Utility 2Daunting Presence Shadows deepen around you, your voice deepens to a rumble, and you appear to grow larger as you confront those foolish enough to dispute your wishes. Encounter Arcane, Fear Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and creatures adjacent to you take a -2 penalty to attack rolls that target you. Published in Arcane Power, page(s) 103.
WITCH’S FAMILIAR You gain the Arcane Familiar feat as a bonus feat. At the end of each extended rest, when you confer with your familiar you can replace one of your wizard daily attack powers or wizard utility powers with another wizard power of the same type. The new power must have a level, and its level must be the same as the old power’s level. When you reach level 24, your familiar enables you to spend an action point on your turn to regain the use of one of your expended wizard encounter attack powers, instead of taking an extra action. If you do so, you gain combat advantage against every target of that power the next time you use it during the current encounter. WITCH CANTRIPS You gain three cantrips of your choice. MOON COVEN Choose a coven, and gain its benefits. Dark Moon Coven You gain the dread presence power. In addition, you gain training in the Intimidate skill. At level 5, you gain a +2 bonus to Intimidate checks and Stealth checks. AUGURY You gain the augury power.
Powers
Wizard Utility Augury You read the mystic signs and glean a notion of the future. Daily Arcane Standard Action Personal Requirement: You must use this power during an extended rest. Effect: You ask a question and receive a vague notion of the future. You might receive a clue as to whether a specific course of action is likely to have positive or negative results. This notion can take the form of a single image, a hint about a danger that might be faced, or just a positive or negative feeling about the current course of destiny.
Wizard Attack 1Dread Presence Your shadow lengthens and grows, looming over your enemies and overcoming them with dread. Encounter Arcane, Fear, Implement, Necrotic, Nethermancy, Zone Standard Action Close blast 5 Target: Each creature in the blast Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. Effect: The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your Wisdom modifier. Special: All damage from this attack and its effect ignores 5 points of necrotic resistance.
Oracle of the Evil Eye Attack Gaze of the Evil Eye Your foe feels the foreboding stare of your evil eye warning it away from you. At-Will Arcane, Psychic Minor Action Ranged 5 Target: One creature you can see that isn’t marked by you Effect: The target takes 2 psychic damage whenever it hits you with an attack (a creature can take this damage only once per turn). The effect ends if you don’t have line of sight to the target at the end of your turn, or if you use this power against a different target. Level 21: 4 psychic damage.
Wizard Attack 1Spirit Rend You weave a dire spell that tears at your enemies’ spirits and holds the undead at bay. Daily Arcane, Implement, Necromancy, Necrotic, Shadow Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends). Miss: Half damage. Published in Heroes of Shadow, page(s) 100.
Staff of Sleep and CharmLevel 3+ Common The crystal eye atop this dusky birch staff enhances spells that target the mind. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement: Staff Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus Property You gain a +1 item bonus to attack rolls with arcane charm or sleep attack powers. Level 13 or 18: Gain a +2 item bonus to attack Level 23 or 28: Gain a +3 item bonus to attack Published in Adventurer's Vault 2, page(s) 39.
Amulet of Mental ResolveLevel 2+ Uncommon Your mind is guarded when wearing this cold iron talisman. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Property Gain a +2 item bonus to saving throws against effects with the charm, illusion, or sleep keyword. Published in Adventurer's Vault, page(s) 148.
FamiliarBound Demon This ugly blob of flesh is a creature bound to your service, but it would prefer to be back in the Abyss. Speed 5, fly 3 (hover)Constant Benefits* You gain a +2 bonus to Intimidate checks. * You can read and speak Abyssal.Active BenefitsAlchemical Synergy: Once per encounter, when you hit a bloodied creature adjacent to your bound demon, you gain 1d8 temporary hit points. Level 11: 2d8 temporary hit points. Level 21: 3d8 temporary hit points. Published in Arcane Power, page(s) 140.
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
+40 GP from the first encounter
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Gretta the Whisperer lived alone on the edge of the Briar Hills, once every month like clockwork she made the treck into Easthill with herbs and produce from her garden. She has a sharp tongue and a quick temper. Rumors surround her and presage her coming. They say she has the evil eye, that a farmer who crossed her a few years ago had all his crops fail, that she can twist a man's mind with her infernal arts. They say that she talks to demons and turns invisible. However, as quick as the locals are to blame her for their ill luck they all know that she has the sight. In these parts folk are in the habit of taking walks when they have serious decisions to make. Often business decisions are put on hold for both parties to 'consult the gardens'. The most portentous decisions are said to be 'for the hills'. It is said, in confidence, that more than one walk 'for the hills' has included a visit to the isolated farmhouse where Gretta resides. No one admits to relying on her Augury -- but just the same, many return from a walk in those same hills with a new perspective. Gretta has few fast friends but one, the miller of Easthill, tells everyone he can that Gretta is a misunderstood lady, a widow who's lived through tough times. However, when the wine starts flowing this same miller tells a curious story. He says that one time he took her home in his cart, delivering some bit of furniture to her farmhouse, when they were attacked by beasts, bugbears -- two of them. The horses bolted, the miller lost control and Gretta was thrown from the wagon. When the horses had run out their spirits and the miller finally had them in hand he turned around and rushed back to where Gretta had fallen, fearing the worst after leaving a lady alone with such beasts. He found her sitting on a stone near the path, mending her dress. When questioned about the bugbears she said only that she'd "shooed them off". No one knows why but Gretta house was found recently boarded up, weeds covering the garden. Some say that she's passed away but the miller has a letter that he says is in her hand, asking for him to look over the house for a while. Where she's gone no one seems to know.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games