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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=452796][size=4][B]Jack Flash[/B][/size][/url], Revenant (Genasi) Sorceror (storm), Lightning Fury [B]Init[/B] +14 [B]HP[/B] 117/117 [B]Bloodied[/B] 58 [B]Healing Surge[/B] 29 (0 used /8) [B]AC[/B] 31 [B]Fort[/B] 27 [B]Reflex[/B] 31 [B]Will[/B] 33 [B]Speed[/B] 6 [B]Str[/B] 11 (0) [B]Con[/B] 15 (+2) [B]Dex[/B] 21 (+5) [B]Int[/B] 12 (+1) [B]Wis[/B] 11 (0) [B]Cha[/B] 23 (+6) [OOC='[Color=green] AW: Melee Basic Attack[/color]'][B][Color=green] AW: Melee Basic Attack[/color][/B] Staff of Ruin! +17 to hit, 1d6+8 damage[/OOC], [OOC='[Color=green] Lightning Strike[/color]'][B][Color=green] Lightning Strike[/color][/B] At-Will Arcane, Implement, Lightning Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex (+21) Hit: 1d8 + Charisma modifier lightning damage (+23). An enemy of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dexterity modifier. Level 21: 2d8 + Charisma modifier lightning damage. Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.[/OOC], [OOC='[Color=green] AW: Blazing Starfall[/color]'][B][Color=green] AW: Blazing Starfall[/color][/B] At-Will Arcane, Fire, Implement, Radiant, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex (+21) Hit: 1d4 + Charisma modifier radiant damage.(+21) Level 21: 2d4 + Charisma modifier radiant damage.[/OOC], [OOC='[Color=red] E7: Spark Form[/color]'][B][Color=red] E7: Spark Form[/color][/B] Encounter Arcane, Implement, Lightning Standard Action Melee 1 Effect: You shift your speed + 2. During the shift, you can move through enemies' spaces. When you leave any creature's space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once. Target: One creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier lightning damage.[/OOC], [OOC='[Color=red] E13: Thunder and Strike[/color]'][B][Color=red] E13: Thunder and Strike[/color][/B] Encounter Arcane, Implement, Lightning, Thunder Standard Action Melee 1 Primary Target: One creature Primary Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier thunder damage, and you push the target a number of squares equal to 1 + your Strength modifier. Effect: You make a secondary ranged attack. This attack does not provoke opportunity attacks. Secondary Target: One creature within 10 squares of you other than the primary target Secondary Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier lightning damage. In addition, if the secondary target is adjacent to the primary target, the secondary target is dazed until the end of your next turn.[/OOC], [OOC='[Color=red] E17: Thunder Summons[/color]'][B][Color=red] E17: Thunder Summons[/color][/B] Encounter Arcane, Implement, Teleportation, Thunder Standard Action Ranged 10 Target: One, two, or three creatures Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier thunder damage, and you teleport the target to a space adjacent to your enemy that is nearest to it.[/OOC], [OOC='[Color=black]D9: Winds of Change[/color]'][B][Color=black]D9: Winds of Change[/color][/B] Daily Arcane, Implement Standard Action Close burst 3 Target: Each enemy in the burst Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier damage, and you push the target 3 squares. Miss: Half damage, and you push the target 1 square. Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover.[/OOC], [OOC='[Color=black]D15: Prismatic Lightning[/color]'][B][Color=black]D15: Prismatic Lightning[/color][/B] Daily Acid, Arcane, Cold, Implement, Lightning, Psychic Standard Action Area burst 2 within 10 squares Target: Each creature in the burst (choose one defense for each target) Attack (Fortitude): Charisma vs. Fortitude Hit: 3d6 + Charisma modifier lightning damage, and ongoing 10 acid damage (save ends). Miss: Half damage. Attack (Reflex): Charisma vs. Reflex Hit: 3d6 + Charisma modifier cold and lightning damage, and the target is immobilized (save ends). Miss: Half damage. Attack (Will): Charisma vs. Will Hit: 3d6 + Charisma modifier lightning and psychic damage, and the target is blinded until the end of your next turn. Miss: Half damage.[/OOC], [OOC='[Color=black]D19: Aspect of the Dragon[/color]'][B][Color=black]D19: Aspect of the Dragon[/color][/B] course of the battle, it might make another appearance. Daily Arcane, Fire, Implement Standard Action Close blast 5 Target: Each enemy in the blast Attack: Charisma vs. Reflex (+21) Hit: 3d8 + Charisma modifier fire damage. (+21) Miss: Half damage. Effect: The first time you become bloodied during the encounter, repeat the attack as a free action.[/OOC], [OOC='[Color=red]EU:Dark Reaping[/color]'][B][Color=red]EU:Dark Reaping[/color][/B] Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.[/OOC], [OOC='[Color=red]EU:Promise of Storm[/color]'][B][Color=red]EU:Promise of Storm[/color][/B] Encounter Lightning, Thunder Minor Action Personal Effect: Until the end of your next turn, you deal 1d8 extra damage when you hit with a thunder attack or a lightning attack. At 11th level, increase your extra damage to 2d8. At 21st level, increase your extra damage to 3d8.[/OOC], [OOC='[Color=black]DU2: Good Timing[/color]'][B][Color=black]DU2: Good Timing[/color][/B] Daily Arcane Free Action Personal Trigger: You miss a target with a sorcerer attack power. Effect: Reroll the triggering attack roll. If you still miss the target even after the reroll, you take psychic damage equal to your Charisma modifier and regain the use of this power at the start of your next turn.[/OOC], [OOC='[Color=red]EU6:Sudden Scales[/color]'][B][Color=red]EU6:Sudden Scales[/color][/B] Encounter Arcane Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 bonus to all defenses against the triggering attack.[/OOC], [OOC='[Color=red]E11: Furious Bolts[/color]'][B][Color=red]E11: Furious Bolts[/color][/B] Encounter Arcane, Implement, Lightning Standard Action Ranged 20 Primary Target: One creature Primary Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier lightning damage. Make a secondary attack. Secondary Target: One creature within 10 squares of the primary target Secondary Attack: Charisma vs. Reflex Hit: 2d4 + Charisma modifier lightning damage. Repeat the secondary attack against any single creature you have not yet hit with this attack. (You can continue attacking as long as you keep hitting and still have targets you haven’t attacked yet.) Effect: On your next turn, you gain a bonus to your first attack roll equal to the number of creatures you hit with furious bolts.[/OOC], [OOC='DU12: Lightning In the Blood[/color]'][B]DU12: Lightning In the Blood[/color][/B] Daily Arcane, Lightning Minor Action Personal Effect: Until the end of the encounter, your lightning attacks deal an additional die of damage. (The die is the same size the attack already deals.)[/OOC], [OOC='[Color=red]EU10: Maiden's Waking[/color]'][B][Color=red]EU10: Maiden's Waking[/color][/B] Encounter Arcane No Action Personal Trigger: You start your turn stunned, dazed, or unconscious Effect: You take your turn as though you were not stunned, dazed, or unconscious. At the end of your turn, the effect continues as normal.[/OOC], [OOC='[Color=green]AWU16: Dominant Winds[/color]'][B][Color=green]AWU16: Dominant Winds[/color][/B] At-Will Arcane Move Action Close burst 5 Target: You or one ally in the burst Effect: The target can fly a number of squares equal to your Dexterity modifier as a free action.[/OOC], [OOC='[Color=orange]Item: Staff of Ruin[/color]'][B][Color=orange]Item: Staff of Ruin[/color][/B] Enhancement Bonus: attack rolls and damage rolls Critical: +1d10 damage per plus Property Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus.[/OOC], [OOC='[Color=orange]Item: Cape of the Mountebank[/color]'][B][Color=orange]Item: Cape of the Mountebank[/color][/B] Enhancement Bonus: Fortitude, Reflex, and Will Power (Teleportation) Daily (Immediate Reaction) Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.[/OOC], [OOC='[Color=orange]Item: Displacer Cloth Armor[/color]'][B][Color=orange]Item: Displacer Cloth Armor[/color][/B] Power (Illusion) Daily (Minor Action) Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of your next turn.[/OOC] [B]Notes[/B] Ring of Radiant Storm Property: When you hit an enemy with a lightning or radiant power and deal damage to it, you can roll the damage twice and use either result. Staff of Ruin +4 Property: Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus. Storm Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus equals your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level. Storm Soul: You gain resist 5 thunder and resist 5 lightning. This resistance increases to 10 at 11th level and 15 at 21st level. While this resistance is active, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance. If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest. Storm’s Embrace: When you roll a natural 20 on an attack roll for an arcane power, wind surges around you and your enemy. You can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack’s other effects. Electric Action (11th level): When you spend an action point to take an extra action, you deal lightning damage equal to your Dexterity modifier (5) to one, two, or three creatures of your choice within 5 squares of you. Unstoppable Lightning (11th level): Your lightning attacks treat each creature that has resistance to lightning as not having that resistance. In addition, your lightning attacks treat each creature that is immune to lightning as instead having resistance to lightning equal to one-half its level. Lightning Field (16th level): After you hit with a lightning power, until the end of your next turn, each enemy that moves into a square adjacent to you or makes a melee attack against you takes 2d6 + your Dexterity modifier lightning damage. An enemy can take this damage only once per turn. Resounding Thunder Benefit: You can add 1 to the size of any blast or burst that has the thunder keyword. Staff Expertise Benefit: You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1. Tempest Magic Benefit: When you use an arcane power that has the lightning or thunder keyword, you gain a +1 feat bonus to damage rolls. While you are bloodied, this bonus becomes +2. At 11th level, this bonus increases to +2 (or +4 when bloodied). At 21st level, it increases to +3 (or +6 when bloodied). Elemental Echo Benefit: When you use the genasi racial power associated with your elemental manifestation, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with arcane powers until the end of your next turn. The bonus to damage rolls increases to +4 at 11th level and to +6 at 21st level. War Wizardry: Benefit: Your arcane spells take a –5 penalty on attack rolls against allies, and deal only half their normal damage to allies. Distant Advantage Benefit: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies. Resilient Focus Benefit: You gain a +2 feat bonus to saving throws.
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
Staff of Ruin! +17 to hit, 1d6+8 damage
At-Will Arcane, Implement, Lightning Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex (+21) Hit: 1d8 + Charisma modifier lightning damage (+23). An enemy of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dexterity modifier. Level 21: 2d8 + Charisma modifier lightning damage. Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.
At-Will Arcane, Fire, Implement, Radiant, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex (+21) Hit: 1d4 + Charisma modifier radiant damage.(+21) Level 21: 2d4 + Charisma modifier radiant damage.
Encounter Arcane, Implement, Lightning Standard Action Melee 1 Effect: You shift your speed + 2. During the shift, you can move through enemies' spaces. When you leave any creature's space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once. Target: One creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier lightning damage.
Encounter Arcane, Implement, Lightning, Thunder Standard Action Melee 1 Primary Target: One creature Primary Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier thunder damage, and you push the target a number of squares equal to 1 + your Strength modifier. Effect: You make a secondary ranged attack. This attack does not provoke opportunity attacks. Secondary Target: One creature within 10 squares of you other than the primary target Secondary Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier lightning damage. In addition, if the secondary target is adjacent to the primary target, the secondary target is dazed until the end of your next turn.
Encounter Arcane, Implement, Teleportation, Thunder Standard Action Ranged 10 Target: One, two, or three creatures Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier thunder damage, and you teleport the target to a space adjacent to your enemy that is nearest to it.
Daily Arcane, Implement Standard Action Close burst 3 Target: Each enemy in the burst Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier damage, and you push the target 3 squares. Miss: Half damage, and you push the target 1 square. Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover.
Daily Acid, Arcane, Cold, Implement, Lightning, Psychic Standard Action Area burst 2 within 10 squares Target: Each creature in the burst (choose one defense for each target) Attack (Fortitude): Charisma vs. Fortitude Hit: 3d6 + Charisma modifier lightning damage, and ongoing 10 acid damage (save ends). Miss: Half damage. Attack (Reflex): Charisma vs. Reflex Hit: 3d6 + Charisma modifier cold and lightning damage, and the target is immobilized (save ends). Miss: Half damage. Attack (Will): Charisma vs. Will Hit: 3d6 + Charisma modifier lightning and psychic damage, and the target is blinded until the end of your next turn. Miss: Half damage.
course of the battle, it might make another appearance. Daily Arcane, Fire, Implement Standard Action Close blast 5 Target: Each enemy in the blast Attack: Charisma vs. Reflex (+21) Hit: 3d8 + Charisma modifier fire damage. (+21) Miss: Half damage. Effect: The first time you become bloodied during the encounter, repeat the attack as a free action.
Powers
Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Encounter Lightning, Thunder Minor Action Personal Effect: Until the end of your next turn, you deal 1d8 extra damage when you hit with a thunder attack or a lightning attack. At 11th level, increase your extra damage to 2d8. At 21st level, increase your extra damage to 3d8.
Daily Arcane Free Action Personal Trigger: You miss a target with a sorcerer attack power. Effect: Reroll the triggering attack roll. If you still miss the target even after the reroll, you take psychic damage equal to your Charisma modifier and regain the use of this power at the start of your next turn.
Encounter Arcane Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 bonus to all defenses against the triggering attack.
Encounter Arcane, Implement, Lightning Standard Action Ranged 20 Primary Target: One creature Primary Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier lightning damage. Make a secondary attack. Secondary Target: One creature within 10 squares of the primary target Secondary Attack: Charisma vs. Reflex Hit: 2d4 + Charisma modifier lightning damage. Repeat the secondary attack against any single creature you have not yet hit with this attack. (You can continue attacking as long as you keep hitting and still have targets you haven’t attacked yet.) Effect: On your next turn, you gain a bonus to your first attack roll equal to the number of creatures you hit with furious bolts.
Daily Arcane, Lightning Minor Action Personal Effect: Until the end of the encounter, your lightning attacks deal an additional die of damage. (The die is the same size the attack already deals.)
Encounter Arcane No Action Personal Trigger: You start your turn stunned, dazed, or unconscious Effect: You take your turn as though you were not stunned, dazed, or unconscious. At the end of your turn, the effect continues as normal.
At-Will Arcane Move Action Close burst 5 Target: You or one ally in the burst Effect: The target can fly a number of squares equal to your Dexterity modifier as a free action.
Enhancement Bonus: attack rolls and damage rolls Critical: +1d10 damage per plus Property Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus.
Enhancement Bonus: Fortitude, Reflex, and Will Power (Teleportation) Daily (Immediate Reaction) Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Power (Illusion) Daily (Minor Action) Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of your next turn.
Property When you hit an enemy with a lightning or radiant power and deal damage to it, you can roll the damage twice and use either result. Power Daily (Free Action) Trigger: You attack an enemy with an encounter lightning or radiant power and miss every target. Effect: You regain the use of the power. If you've reached at least one milestone today, a daily lightning or radiant power can trigger this power instead.
Property Gain a +1 bonus to Will defense. Power Daily (Minor Action) Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
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
10,000 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Storm Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus equals your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level. Storm Soul: You gain resist 5 thunder and resist 5 lightning. This resistance increases to 10 at 11th level and 15 at 21st level. While this resistance is active, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance. If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest. Storm’s Embrace: When you roll a natural 20 on an attack roll for an arcane power, wind surges around you and your enemy. You can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack’s other effects. Electric Action (11th level): When you spend an action point to take an extra action, you deal lightning damage equal to your Dexterity modifier (5) to one, two, or three creatures of your choice within 5 squares of you. Unstoppable Lightning (11th level): Your lightning attacks treat each creature that has resistance to lightning as not having that resistance. In addition, your lightning attacks treat each creature that is immune to lightning as instead having resistance to lightning equal to one-half its level. Lightning Field (16th level): After you hit with a lightning power, until the end of your next turn, each enemy that moves into a square adjacent to you or makes a melee attack against you takes 2d6 + your Dexterity modifier lightning damage. An enemy can take this damage only once per turn. Resounding Thunder Benefit: You can add 1 to the size of any blast or burst that has the thunder keyword. Staff Expertise Benefit: You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1. Tempest Magic Benefit: When you use an arcane power that has the lightning or thunder keyword, you gain a +1 feat bonus to damage rolls. While you are bloodied, this bonus becomes +2. At 11th level, this bonus increases to +2 (or +4 when bloodied). At 21st level, it increases to +3 (or +6 when bloodied). Elemental Echo Benefit: When you use the genasi racial power associated with your elemental manifestation, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with arcane powers until the end of your next turn. The bonus to damage rolls increases to +4 at 11th level and to +6 at 21st level. War Wizardry: Benefit: Your arcane spells take a –5 penalty on attack rolls against allies, and deal only half their normal damage to allies. Distant Advantage Benefit: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies. Resilient Focus Benefit: You gain a +2 feat bonus to saving throws. Ring of Radiant Storm Property: When you hit an enemy with a lightning or radiant power and deal damage to it, you can roll the damage twice and use either result. Staff of Ruin +4 Property: Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games