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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
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
Powers
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
Expended: 935gp Balance: 65gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Powers Level 1:Flashing Blade Mastery Benefit: You gain a +1 bonus to weapon attack rolls while you wield a light blade in your offhand. Level 1: Attack Finesse Benefit: When you make a melee basic attack, you can use your Dexterity modifier instead of your Strength modifier for the attack roll and the damage roll. Level 1: Dual Weapon Attack Benefit: You gain the dual weapon attack power. You follow your successful swing with a quick strike from your offhand. At-Will (Special) • Martial, Weapon Free Action Melee weapon Requirement: You must be wielding two melee weapons. Trigger: You hit with a melee basic attack on your turn. Target: One creature Attack: Dexterity vs. AC (off-hand weapon) Hit: 1 [W] + Dexterity modifier damage. Special: You can use this power only once per round. Level 1: Power Strike Ranger Attack By pushing yourself beyond your normal limits, you unleash your full wrath against a foe. Encounter ✦ Martial, Weapon No Action Special Trigger: You hit an enemy with a melee basic attack using a weapon. Effect: The enemy takes 1[W] extra damage from the triggering attack. Level 17: 2[W] extra damage. Level 27: 3[W] extra damage. Aspects of the Wild: Benefits: Gain 2 aspects 1) Aspect of Charging Ram You barrel past your foes with such speed and strength that they are unable to react to your attack. At-Will • Primal, Stance Minor Action Personal Effect: You assume a stance, the aspect of the charging ram. Until the stance ends, you gain the following benefits. • Your movement during a charge doesn't provoke opportunity attacks. • If you hit with a charge attack, you can knock the target prone. • You gain a +2 power bonus to the damage rolls of charge attacks. 2) Aspect of Pack Wolf You fight as a member of the pack, turning your allies' positions to your advantage. At-Will • Primal, Stance Minor Action Personal Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits. • You do not provoke opportunity attacks when leaving squares adjacent to your allies. • When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy. Level 7 7: The bonus to damage rolls increases to 1 + the number of adjacent allies. Level 2 7. The bonus to damage rolls increases to 2 + the number of adjacent allies. 3) Aspect of Lurking Spider (Free Human) Like a spider, you lie in ambush and wait until your foe comes near before launching your attack. At-Will • Primal, Stance Minor Action Personal Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits. • You gain a +2 power bonus to Stealth checks. • You gain a +5 power bonus to Athletics checks made to climb. • While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it. Level 17: The bonus to damage rolls increases to +3. Level 27: The bonus to damage rolls increases to +4. Wilderness KnackBenefits: Gain 2 *Ambush Expertise You have wandered through dangerous realms, such as kingdoms ruled by hobgoblin tyrants and mountain ranges jealously guarded by brooding giants. You know not only how to hide yourself, but also how to hide others. Benefit: Whenever you make a Stealth check, each ally within 10 squares of *Mountain Guide You have clambered over steep cliffs and ranged across imposing mountains. Your knack for climbing allows you to pick out the easiest paths up even the most imposing slopes. Benefit: Whenever you succeed on an Athletics check to climb, you reduce the DC of that climb by 2 for your allies until the end of the encounter. Only allies who see you make the climb gain this benefit. Ranger Agility Utility 2 The power of the primal spirits lets you move with the speed and subtlety oft the wind. Daily•Primal MinorActionPersonal Effect:Until the end of the encounter, you gain a+2power bonus to speed,and whenever you shift,thedistanceyoucanshiftincreasesby1square. Level3:Improved Power Strike With each successful combat, you refine your signature fighting style.Enemies that thought they had avoided your most potent attack learn their mistake the hard way. Benefit:You gain one more use of power strike per encounter,but you can use it only once per turn . Level 5 Reactive Shift Benefit: You gain the reactive shift power. You keep one eye on the fight around vou at all times,so that you can slip away from an enemy that moves too close. Encounter•Martial Immediate Reaction Personal Trigger:An enemy you can see ends its turn adjacent to you. Effect:You shift a number of squares up to your Wisdom modifier. Leaf Wall Daily•Conjuration,Primal MinorActionAreawall5within10squares Effect: You conjure a leafy wall that lasts until the end of the encounter.The wall can be up to 4squares high and must be on a solid surface.You or any ally has partial concealment while in the wall.Enemies grant combat advantage while in the wall or adjacent to it. Magic Gloves of Piercing Level 3 These enchanted gloves can be activated to ignore an opponent’s resistances for a short time. Item Slot: Hands 680 gp Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower. Pinning Weapon Level 2+ You use this weapon to root your enemy to the spot. 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 Weapon: Any melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it. Iron Armbands of Power Level 6+ These plate armbands enhance the damage you dole out. Lvl 6 1,800 gp Lvl 26 1,125,000 gp Lvl 16 45,000 gp Item Slot: Arms Property: Gain a +2 item bonus to melee damage rolls. Level 16: +4 item bonus. Level 26: +6 item bonus. * Master's Blade lvl 4 Lvi 4 +1 840 gp Lvi 19 +4 105.000 gp Lvi 9 +2 4,200 gp Lvi 24 +5 525.000 gp Lvl14 +3 21.000gp Lvl29 +6 2.62S.000gp Weapon: Heavy blade, light blade Enhancement: Attack rolls and damage Critical: +1 d6 damage per plus Property: While you're using a stance power, you gain a +1 bonus to attack rolls on melee basic attacks and at·will attacks with this weapon. Power (Daily minor action. Until the end of the encounter, while you wield this weapon, you can have two stances acting at the same time . *Acrobat Boots Level 2 These enchanted boots enhance your acrobatic skills. Item Slot: Feet 520 gp Property: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone. Bloodcut Armor Level 4+ This armor has a crimson tinge that flares blood red when its power is activated. Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Armor: Leather, Hide Enhancement: AC Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Level 14 or 19: Resist 15 to all damage. Level 24 or 29: Resist 20 to all damage. FEATS: *Master at Arms Some warriors seek to master one or two weapons. You instead learned techniques to wield a variety of arms. Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level. Also, you can use a minor action to sheathe a weapon and then draw a weapon. *Weapon Focus (Heavy Blades) +1 damage with chosen weapon group 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games