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
[b]Self:[/b][list] [*]+5 racial bonus to saving throws against charm effects. [*]Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. [*]+2 item bonus to saving throws against ongoing damage.[/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=442828][size=4][B]Immeral Dawnfire[/B][/size][/url], Eladrin Bladesinger [B]Init[/B] +2 [B]HP[/B] 28/36 [B]Bloodied[/B] 18 [B]Healing Surge[/B] 9 (5 used /9) [B]AC[/B] 20 [B]Fort[/B] 14 [B]Reflex[/B] 16 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 13 (+1) [B]Int[/B] 18 (+4) [B]Wis[/B] 14 (+2) [B]Cha[/B] 10 (0) [OOC='[color=green]Light[/color]'][B][color=green]Light[/color][/B] [b]Arcane (Cantrip) Minor Action Ranged[/b] 5 [b]Target:[/b] One object or unoccupied square [b]Effect:[/b] The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.[/OOC], [OOC='[color=green]Prestidigitation[/color]'][B][color=green]Prestidigitation[/color][/B] [b]Arcane (Cantrip) Standard Action Ranged[/b] 2 [b]Effect:[/b] Use this cantrip to accomplish one of the effects given below:[list] [*]Change the color of items in 1 cubic foot. [*]Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. [*]Clean or soil items in 1 cubic foot. [*]Instantly light or snuff out a candle, a torch, or a small campfire. [*]Chill, warm, or flavor up to 1 pound of nonliving material for up to one hour. [*]Make a small mark or symbol appear on a surface for up to 1 hour. [*]Produce out of nothingness a small item or image that exists until the end of your next turn. [*]Make a small, handheld item invisible until the end of your next turn.[/list] [b]Special:[/b] You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.[/OOC], [OOC='[color=red]Suggestion[/color]'][B][color=red]Suggestion[/color][/B] [b]Arcane (Cantrip) Free Action Personal Trigger:[/b] You make a Diplomacy check. [b]Effect:[/b] You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.[/OOC], [OOC='[STRIKE][color=red]Fey Step[/color][/STRIKE]'][B][color=red]Fey Step[/color][/B] [b]Teleportation Move Action Personal Effect:[/b] You teleport up to 5 squares.[/OOC], [OOC='[STRIKE][color=red]Bladesong[/color][/STRIKE]'][B][color=red]Bladesong[/color][/B] [b]Arcane Minor Action Personal Requirement:[/b] You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement. [b]Effect:[/b] Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.[/OOC], [OOC='[color=red]Jump[/color]'][B][color=red]Jump[/color][/B] [b]Arcane Move Action Ranged[/b] 10 [b]Target:[/b] You or one creature [b]Effect:[/b] The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.[/OOC], [OOC='[STRIKE][color=red]Shield[/color][/STRIKE]'][B][color=red]Shield[/color][/B] [b]Arcane Immediate Interrupt Personal Trigger:[/b] You are hit by an attack. [b]Effect:[/b] You gain a +4 power bonus to AC and Reflex until the end of your next turn.[/OOC], [OOC='[STRIKE][color=darkslategray]Summon Sidhe Ally[/color][/STRIKE]'][B][color=darkslategray]Summon Sidhe Ally[/color][/B] [b]Arcane, Summoning Minor Action Ranged[/b] 5 [b]Effect:[/b] You summon a Sidhe house guard in an unoccupied space within range. The guard is an ally to you and your allies. The guard lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the guard's description. You must have line of effect to the guard to command it. When you command the guard, you and the guard share knowledge but not senses. If you use a move action to move yourself, you can also command the guard to move up to its speed. When the guard makes an attack roll or a check, you can make the roll using your statistics, not including any temporary bonuses or penalties. The guard lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the guard lasts until you dismiss it as a minor action or until you use this power again.[/OOC], [OOC='[STRIKE][color=red]Second Wind[/color][/STRIKE]'][B][color=red]Second Wind[/color][/B] Encounter Utility Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[color=green]Melee Basic Attack[/color]'][B][color=green]Melee Basic Attack[/color][/B] [b]Weapon Standard Action Melee[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] +10 vs AC [b]Hit:[/b] 1d8 + 7 damage. [b]Crit:[/b] 1d6 + 15 damage.[/OOC], [OOC='[color=green]Magic Missile[/color]'][B][color=green]Magic Missile[/color][/B] [b]Arcane, Evocation, Force, Implement Standard Action Ranged[/b] 20 [b]Target:[/b] One creature [b]Effect:[/b] 7 force damage. [b]Special:[/b] If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.[/OOC], [OOC='[color=green]Dazzling Sunray[/color]'][B][color=green]Dazzling Sunray[/color][/B] [b]Arcane, Bladespell, Radiant No Action Ranged[/b] 10 [b]Trigger:[/b] During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. [b]Target:[/b] One creature [b]Effect:[/b] 1 radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. [b]Special:[/b] You can use only one bladespell power per triggering attack.[/OOC], [OOC='[color=green]Shadow Sever[/color]'][B][color=green]Shadow Sever[/color][/B] [b]Arcane, Bladespell, Necrotic No Action Ranged[/b] 10 [b]Trigger:[/b] During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. [b]Target:[/b] One creature [b]Effect:[/b] 1 necrotic damage, and the target falls prone if it is the same size or smaller than the target of the triggering attack. [b]Special:[/b] You can use only one bladespell power per triggering attack.[/OOC], [OOC='[color=green]Unseen Hand[/color]'][B][color=green]Unseen Hand[/color][/B] [b]Arcane, Bladespell, Force No Action Ranged[/b] 10 [b]Trigger:[/b] During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. [b]Target:[/b] One creature [b]Effect:[/b] 1 force damage, and you slide the target up to 3 squares. [b]Special:[/b] You can use only one bladespell power per triggering attack.[/OOC], [OOC='[STRIKE][color=darkslategray]Burning Hands[/color][/STRIKE]'][B][color=darkslategray]Burning Hands[/color][/B] [b]Arcane, Evocation, Fire, Implement Standard Action Close[/b] blast 5 [b]Target:[/b] Each creature in the blast [b]Attack:[/b] +7 vs. Reflex [b]Hit:[/b] 2d6 + 5 fire damage. [b]Crit:[/b] 1d6 + 17 fire damage. [b]Miss:[/b] Half damage.[/OOC], [OOC='[STRIKE][color=darkslategray]Chill Strike[/color][/STRIKE]'][B][color=darkslategray]Chill Strike[/color][/B] [b]Arcane, Cold, Evocation, Implement Standard Action Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] +7 vs. Fortitude [b]Hit:[/b] 2d8 + 5 cold damage, and the target is dazed until the end of your next turn. [b]Crit:[/b] 1d6 + 21 cold damage. [b]Miss:[/b] The target is slowed until the end of your next turn.[/OOC], [OOC='[STRIKE][color=orange]Quick Longsword +1[/color][/STRIKE]'][B][color=orange]Quick Longsword +1[/color][/B] [b]Magic Item Daily Power Free Action Trigger:[/b] Use this power when you hit a target with this weapon. [b]Effect:[/b] Make a basic attack with this weapon against a target of your choice.[/OOC] [B]Notes[/B] [b]Self:[/b][list] [*]+5 racial bonus to saving throws against charm effects. [*]Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. [*]+2 item bonus to saving throws against ongoing damage.[/list]
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
[b]Arcane (Cantrip) Minor Action Ranged[/b] 5 [b]Target:[/b] One object or unoccupied square [b]Effect:[/b] The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
[b]Arcane (Cantrip) Standard Action Ranged[/b] 2 [b]Effect:[/b] Use this cantrip to accomplish one of the effects given below:[list] [*]Change the color of items in 1 cubic foot. [*]Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. [*]Clean or soil items in 1 cubic foot. [*]Instantly light or snuff out a candle, a torch, or a small campfire. [*]Chill, warm, or flavor up to 1 pound of nonliving material for up to one hour. [*]Make a small mark or symbol appear on a surface for up to 1 hour. [*]Produce out of nothingness a small item or image that exists until the end of your next turn. [*]Make a small, handheld item invisible until the end of your next turn.[/list] [b]Special:[/b] You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
[b]Arcane (Cantrip) Free Action Personal Trigger:[/b] You make a Diplomacy check. [b]Effect:[/b] You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
[b]Teleportation Move Action Personal Effect:[/b] You teleport up to 5 squares.
[b]Arcane Minor Action Personal Requirement:[/b] You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement. [b]Effect:[/b] Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.
[b]Arcane Move Action Ranged[/b] 10 [b]Target:[/b] You or one creature [b]Effect:[/b] The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
[b]Arcane Immediate Interrupt Personal Trigger:[/b] You are hit by an attack. [b]Effect:[/b] You gain a +4 power bonus to AC and Reflex until the end of your next turn.
[b]Arcane, Summoning Minor Action Ranged[/b] 5 [b]Effect:[/b] You summon a Sidhe house guard in an unoccupied space within range. The guard is an ally to you and your allies. The guard lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the guard's description. You must have line of effect to the guard to command it. When you command the guard, you and the guard share knowledge but not senses. If you use a move action to move yourself, you can also command the guard to move up to its speed. When the guard makes an attack roll or a check, you can make the roll using your statistics, not including any temporary bonuses or penalties. The guard lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the guard lasts until you dismiss it as a minor action or until you use this power again.
Encounter Utility Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the start of your next turn.
Powers
[b]Weapon Standard Action Melee[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] +10 vs AC [b]Hit:[/b] 1d8 + 7 damage. [b]Crit:[/b] 1d6 + 15 damage.
[b]Arcane, Evocation, Force, Implement Standard Action Ranged[/b] 20 [b]Target:[/b] One creature [b]Effect:[/b] 7 force damage. [b]Special:[/b] If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
[b]Arcane, Bladespell, Radiant No Action Ranged[/b] 10 [b]Trigger:[/b] During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. [b]Target:[/b] One creature [b]Effect:[/b] 1 radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. [b]Special:[/b] You can use only one bladespell power per triggering attack.
[b]Arcane, Bladespell, Necrotic No Action Ranged[/b] 10 [b]Trigger:[/b] During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. [b]Target:[/b] One creature [b]Effect:[/b] 1 necrotic damage, and the target falls prone if it is the same size or smaller than the target of the triggering attack. [b]Special:[/b] You can use only one bladespell power per triggering attack.
[b]Arcane, Bladespell, Force No Action Ranged[/b] 10 [b]Trigger:[/b] During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. [b]Target:[/b] One creature [b]Effect:[/b] 1 force damage, and you slide the target up to 3 squares. [b]Special:[/b] You can use only one bladespell power per triggering attack.
[b]Arcane, Evocation, Fire, Implement Standard Action Close[/b] blast 5 [b]Target:[/b] Each creature in the blast [b]Attack:[/b] +7 vs. Reflex [b]Hit:[/b] 2d6 + 5 fire damage. [b]Crit:[/b] 1d6 + 17 fire damage. [b]Miss:[/b] Half damage.
[b]Arcane, Cold, Evocation, Implement Standard Action Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] +7 vs. Fortitude [b]Hit:[/b] 2d8 + 5 cold damage, and the target is dazed until the end of your next turn. [b]Crit:[/b] 1d6 + 21 cold damage. [b]Miss:[/b] The target is slowed until the end of your next turn.
[b]Magic Item Daily Power Free Action Trigger:[/b] Use this power when you hit a target with this weapon. [b]Effect:[/b] Make a basic attack with this weapon against a target of your choice.
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
45 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Racial Features- Eladrin Education: You gain training in one skill of your choice. Eladrin Weapon Proficiency: You gain proficiency with the longsword. Eladrin Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects. Fey Origin: You ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Fey Step: You have the fey step power. Background- +2 Racial bonus to Insight. Theme- Sidhe Lord Level 1: You gain the Summon Sidhe Ally power. Class Features- Instinctive Attack: When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll. Guarded Flourish: Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon. In addition, you gain a +2 shield bonus to AC while your are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other. Blade Magic: Can use longswords as an implement. The weapon also counts as a wand for Immeral, although it can be enchanted only as a weapon. Bladesinger's Spellbook: As you attain certain levels, you learn two new wizard powers and add them to your spellbook (two wizard utility powers at 2nd level, for instance). At the end of each of your extended rests, you choose a number of wizard powers from your spellbook and prepare them. The number you can prepare is determined by your level. The powers that you prepare are the wizard powers that you can use during the coming day, in addition to your at-will attack powers and powers from another source, such as racial powers. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. See the Wizard Powers Learned table for the levels at which you add wizard powers to your spellbook. Any wizard encounter attack power that you add to your spellbook through this class feature functions as a daily attack power for you. In other words, you can use it once per day, rather than once per encounter, and you can use the power again only after an extended rest. Because the power functions as a daily attack power, you cannot regain its use from any effect that recharges encounter attack powers. Arcane Strike: When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action. Feats- (Game Bonus) Versatile Expertise (heavy blades/wands): Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. This bonus increases to +2 at 11th level and +3 at 21st level. Ritual Caster: You can master and perform rituals of your level or lower. Eladrin Soldier: You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears. Rituals- Brew Potion Level: 1 Component Cost: Special Category: Creation Market Price: 75 gp Time: 1 hour Key Skill: Arcana or Religion (no check) Duration: Permanent until consumed. You create a common potion or elixir of your level or lower. The ritual's component cost is equal to the price of the potion or elixir you create. Comprehend Language Level: 1 Component Cost: 10 gp Category: Exploration Market Price: 50 gp Time: 10 minutes Key Skill: Arcana Duration: 24 hours When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language. Endure Elements Level: 2 Component Cost: 20 gp Category: Exploration Market Price: 100 gp Time: 10 minutes Key Skill: Arcana or Nature (no check) Duration: 24 hours The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between -50 and 140 degrees Fahrenheit, and the creature's equipment is likewise protected from the ravages of these temperatures and of precipitation. Make Whole Level: 1 Component Cost: Special Category: Exploration Market Price: 50 gp Time: 10 minutes Key Skill: Arcana (no check) Duration: Permanent A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost. Secret Page Level: 1 Component Cost: 10 gp Category: Warding Market Price: 50 gp Time: 10 minutes Key Skill: Arcana Duration: Permanent You ward writings so others cannot read them. Use of this ritual protects one page (maximum 250 words). You make the page appear not to exist, causing anyone other than you to ignore it; the page's presence is blocked from a reader's mind. You can choose instead to obscure the page with false writings, which you produce before performing the ritual. Other readers see the false text rather than the real text. When you perform the ritual, make an Arcana check, with a +5 bonus. The result is the DC for a Perception check to notice the concealed writing (readers use passive Perception unless they are specifically looking for concealed text. Tenser's Floating Disk Level: 1 Component Cost: 10 gp Category: Exploration Market Price: 50 gp Time: 10 minutes Key Skill: Arcana Duration: 24 hours Arcana Check Result Maximum Load 9 or lower 250 pounds 10-24 500 pounds 25-39 1,000 pounds 40 or higher 2,000 pounds You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the dist to move up to your speed as a move action. If you are more than 5 squares away from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry. Items- Gray Rain Cloak A garment of this sort, made from the substance of a rainy Feywild afternoon, is created through the performance of a minor ritual. The garment looks and feels like a normal wool cloak, except that it keeps its wearer completely dry in the rain. When the cloak is spread out on the ground, it becomes a puddle of pure rainwater. You can turn the pool back into a cloak again by grabbing the water (a minor action), or water can be taken from the pool using a cup or a similar vessel. Doing so gradually uses up the cloak's material, making it shorter every time it reverts to a garment, until nothing is left of it after 2 gallons of its water are consumed. Magic Items- Quick Longsword +1 Level 3+ Uncommon Enhancement: +1 to attack and damage rolls. Critical: +1d6 damage Power (Daily): Free Action. Use this power when you hit a target with this weapon. Make a basic attack with this weapon against a target of your choice. Leather Armor of Cleansing +1 Level 3+ Common Enhancement: +1 to AC Property: Add a +2 item bonus to your saving throws against ongoing damage. Amulet of Physical Resolve +1 Level 2+ Uncommon Enhancement: +1 to Fortitude, Reflex, and Will Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games