Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will Martial, Weapon Opportunity Action Melee weapon Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone. Level 21: 2[W] + Strength modifier damage.
At-Will Martial, Weapon Immediate Interrupt Melee Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature marked by you Attack: Strength -2 vs. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. Level 21: 2[W] + Strength modifier + twice your Constitution modifier damage. Special: You can use the power in place of a melee basic attack.
Encounter * Standard Action Melee Target: One Creature Keywords: Martial, Weapon Attack: strength vs. AC Hit: 1[w] + strength modifier damage, and Turag can shift his speed. He cannot end his movement next to an enemy. Miss: Turag trade's positions with an adjacent ally.
[i]In exchange for your services the Cat Lord has offered you a boon...[/i] Encounter * Free Action Trigger: You are the target of a critical hit Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Encounter Martial Minor Action Personal Effect: You make an escape attempt, or you make a saving throw against an effect that immobilizes or restrains you and that a save can end.
Use Second Wind Action: Standard action. A character can take this action only once per encounter, so he or she can take it again after a short or an extended rest. A character can use his or her second wind without taking an action if another character administers first aid to him or her using the Heal skill. Spend a Healing Surge: The character spends a healing surge to regain hit points. +2 Bonus to All Defenses: The character gains a +2 bonus to all defenses until the start of his or her next turn. However, the character does not gain this bonus if he or she uses second wind as a result of someone administering first aid.
Encounter Martial Free Action Personal Trigger: You make a Dungeoneering check and dislike the result. Effect: You reroll the Dungeoneering check.
Encounter Healing, Weapon Standard Action Melee weapon Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you can spend a healing surge. Increase to 2[W] + Strength modifier damage at 21st level.
Daily Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage.
Magic Items & Equipment
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Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008