Dungeons and Dragons 4th Edition Character Record Sheet
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Conditional Modifiers, Resistances & Action Points Note
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AW - Arcane/Force/Implement Standard - Ranged 20 Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier (+4) force damage. Increase damage to 4d4 + Intelligence modifier (+4) at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Magic Orb +1: +6 attack, 2d4+5 damage
AW - Arcane/Cold/Implement Standard - Ranged 10 Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+4) cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier (+4) at 21st level. Magic Orb +1: +6 attack, 1d6+5 damage
AW - Arcane, Illusion Standard - Ranged 10 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.
AW - Arcane Minor - Ranged 5 Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
AW - Arcane ,Conjuration Minor - Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Enc - Implement Free Action Effect: you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+1). Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability.
Enc - Arcane, Implement, Necrotic Standard - Ranged 10 Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier (+4) necrotic damage, and the target is weakened until the end of your next turn. Magic Orb +1: +6 attack, 1d10+5 damage
Enc - Arcane, Force Immediate Interrupt - Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Daily - Arcane, Cold, ,Implement Standard - Area Burst 2 within 10 squares Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+4) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. Magic Orb +1: +6 attack, 1d8+5 damage
Daily - Acid, Arcane, Implement Standard - Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack. Magic Orb +1: +6 attack, 2d8+5 damage
Daily - Arcane Move Action - Personal Effect: Shift up to twice your speed.
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Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008