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D&D 5E – Character Sheet Instructions


party_smallOkay, now what do we do with this Character Sheet?

Filling in the 5E Character Sheet Box by Box

UPDATE: The instructions  on this page are for an older version of the character sheet. For the most recent auto-calculate Character Sheets and its instructions click HERE.

These instructions are for use with the character sheet you can download HERE. You can print a blank Character Sheet and fill it out by hand using these instructions. If you fill it out on your computer, the boxes that will be filled in for you are shown in red.

You might prefer a character sheet with more pages and class feature sheets. You can download them here. The instructions are the same.

#____ : Character sheet version. If you make multiple copies of your character sheet enter the version number here. For example, if you print a new copy of your character sheet each time  you advance to the next level you may want to put the number 1 here for the first time you print it and change that to a 2 before you print it the next time. Whatever you enter here will also be entered on all of the other sheets.

Player: This is you
Campaign: This is the name of the campaign. Ask the DM.
Character Creation Date: The date that you create this character. [Believe me, years from now, when you find this sheet among your old D&D stuff, you will want to know this.]
Current XP: Your character starts off at first level and with 0 experience points. You will be earning experience points as you adventure. Your DM will tell you how many experience points your character earned at the end of each different adventure, and occasionally more often. You can keep a running total here.
Next Level Goal: This is how many experience points you need to advance to the next level. Refer to the table in the PHB. You need 300 points to advance from first level to second level.
CHARACTER
Name: This is your Character’s name. If you can’t think of a name ask the DM for advice. Whatever name you enter here will also be entered on all of the other sheets.
Race: Enter your character’s race here. It can be Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, or Tiefling. Check with the DM first, he may not have all these races in his campaign world.
Class: Enter your character’s class in this box. You may choose from Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock or Wizard.
Alignment: Your character can be any alignment you choose but your DM may not allow evil aligned player characters. The possible alignments are: Lawful good (LG), Neutral good (NG), Chaotic good (CG), Lawful neutral (LN), Neutral (N), Chaotic neutral (CN), Lawful evil (LE), Neutral evil (NE), and Chaotic evil (CE).
Sex: M or F –your choice, there is no in-game advantage to either sex.
Level: This is your character’s current level. You start out at level 1. For multi-class characters, this is the total of all their levels in all of their classes. A character’s level can never exceed 20. If filling this out on your computer, many of the fields on the sheet will be filled in when you enter a number here.
Size: This depends on your character’s race. Gnomes and Halflings are small (S), all other standard races are medium (M).
Age: Enter the age of your character here.
Height: Select any height that is appropriate for your race.
Weight: Select any weight that is appropriate for your race.
Speed: This is the number of feet you can move in one combat round. Dwarf 25 (not reduced by wearing heavy armor), Elf 30, Wood Elf 35, Halfling 25, Human 30, Dragonborn 30, Gnome 25, Half-elf 30, Half-Orc 30, Tiefling 30.
If your character is wearing heavy armor, and his strength score is less than the minimum listed for that armor, his speed is reduced by 10.
Initiative: This is your initiative modifier. When you roll for your character’s initiative at the beginning of combat, you add this to your initiative roll. Unless you have some feature or ability that affects this, your initiative modifier is the same as your Dexterity modifier.
Initiative adjustment: If some feature of the game grants your character a bonus to his initiative modifier (for example the “alert” feat gives you a +5 bonus to initiative) you can click on the word “Dex” below the initiative box and enter a number. This number will be added to your initiative modifier.
ABILITIES
Ability Score: Using a method approve by your DM, determine your character’s ability scores, modify them according to your character’s race and enter the scores in the corresponding boxes.
Ability Modifier: For each ability, the modifier is determined by subtracting 10 from the ability score and then dividing the result by 2 (rounding down). Or you can simply look it up on the table in the PHB.
Saving Throws: This is the saving throw modifier for each ability. It is the same as the ability modifier, unless your character is proficient in that ability’s saving throw. This is typically a proficiency you get because of your race. If you are proficient, check the small box and add your proficiency bonus (see below) to the ability modifier to get your saving throw modifier.
ARMOR CLASS
Armored (the number you put in the shield): This is typically 10 + armor bonus if wearing armor + shield bonus if using a shield.
If wearing light armor add your Dex modifier.
If wearing medium armor add your Dex modifier up to a maximum of +2
You don’t add your Dex modifier to your armor class if you are wearing heavy armor.
Without Armor: 10 + Dexterity modifier (unless a class feature overrides this). Note that if your Dexterity modifier is negative, it lowers your armor class.
HIT POINTS
This box is where you list your maximum hit points. At first level this will be the highest roll of your hit dice (see below) plus your Constitution modifier.
Hit Dice: Here you enter the type of hit die your character uses and the number of hit die of that type you have. At first level your character has 1 hit die. The hit die type depends on your character’s class; Barbarian 1d12, Bard 1d8, Cleric 1d8, Druid 1d8, Fighter 1d10, Monk 1d8, Paladin 1d10, Ranger 1d10, Rogue 1d8, Sorcerer 1d6, Warlock 1d8, Wizard 1d6.
Current Hit Points: As your character takes damage, he loses hit points. You can use this box to track the damage.
Temporary Hit Points: Some magic spells or other game effects can grant your character what are called “temporary hit points.” You can list these here and track their loss. You lose these before you lose regular hit points. You lose any remaining temporary hit points after finishing a long rest.
Available Hit Dice: You have one hit die for each level. At the end of a short rest, you can roll one or more of these hit die and, for each die rolled, recover the indicated number of hit points plus your character’s Constitution modifier. You can use this space to keep track of the number of hit die you have left to use for healing. After a long rest, you regain a number of hit die equal to half your total number of them, or a minimum of one hit die.
Death Saves: When you start your turn with 0 hit points you make a death saving throw. You must roll 1d20 and on a roll of 10 or higher you succeed, otherwise you fail. On your third success you become stable, on your third failure you die. A role of 1 counts as two failures. A roll of 20 means that you are no longer dying and you regain 1 hit point. You can use this space to track your progress.
Advantages: List any conditions where you get advantage. For example if you are a dwarf, you have advantage on saving throws against poison.
Disadvantages: List any where you have a disadvantage. For example if your character is small (size S) then you have disadvantage when using heavy weapons.
INSPIRATION
Place a check in this box when you get inspiration. Remove the check when you use it. You either have inspiration or you don’t. Your DM can award your character inspiration, typically for good (or entertaining) roll playing. If you have inspiration, you can spend it to get advantage on any attack roll, saving throw, or ability check. You can give up your inspiration to another character if you think he deserves is.
EXHAUSTION
You can use this area to keep track of your character’s level of exhaustion. Your DM will tell you when your character is susceptible to a level of exhaustion.
PROFICIENCY BONUS
List your proficiency bonus here. It starts out as +2 at first level and increases as you advance in level.
PASSIVE PERCEPTION
This is your Perception Skill bonus modifier +10.
Passive Perception adjustment: If some feature of the game grants you a bonus to your passive (wisdom) perception modifier (for example the “observant” feat gives you a +5  bonus) you can click on the word “Wis” to the left of the box and enter a number. This number will be added to your passive perception modifier.
PROFICIENCIES
Skills: Your character will have proficiency in certain skills. For each skill he is proficient in, place a check in the box by that skill. Add your proficiency bonus to the associated ability modifier to determine the bonus you apply to these skill checks. When he attempts to perform a skill that he is not proficient in, it becomes a simple ability check, so enter the ability modifier for that skill’s ability.
x2: There are some class features with double proficiency bonus on some skills, for example, the Knowledge Domain Cleric and Rogue’s Expertise. For each skill that your character has a double proficiency for, put a check in the little [x2] box to the right of that skill name. Double your proficiency bonus and add that to the associated ability modifier.
1/2: A second level Bard gets the “Jack of all Trades” feature. This adds half your proficiency bonus, rounded down, to ability checks you are not proficient in. If your character has this feature, for each skill that your character is not proficient in, put a check in the little [1/2] box to the right of that skill name. Divide your proficiency bonus by 2 (round down)  and add that to the associated ability modifier.
Skill adjustment: If some feature of the game grants you a bonus to skill  (for example a luckstone grants you a +1 bonus to skill checks) you can enter a number on the ability listed to the left of the box. Add this number  to the associated ability modifier.
Saves: List any ability or other saves (such as poison for example) where your character would receive a proficiency bonus to his saving throw.
Tools: If your character is proficient in the use of any types of tools, list them here.
Weapons: List the type of weapons your character is proficient with.
Armor: List the type of armor your character is proficient with. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Other: This is a catch-all for anything that your character has proficiency in that doesn’t fit into any of the other categories.
Sneak Attack: If your character is a rogue you can enter extra damage he does on a sneak attack. This will be 1d6 at first level.
Rages: If your character is a barbarian you can enter the number of times he can rage between long rests. This will be 2 at first level.
Ki Points: If your character is a monk you can enter the number of ki points you have available between short or long rests. You don’t have any at 1st level. At 2nd level you get 2.
Martial Arts: If your character is a monk you can enter the amount of damage you do with an unarmed strike or monk weapon. This will be 1d4 at first level.
WEAPON BOXES
There is room to list up to 5 different weapons. If you have more weapons than this you can print additional sheets.
Weapon: On the line under the word “WEAPON” enter a description for the weapon. Note that if you are filling this out on a computer, the calculated fields for this weapon will remain blank until you enter some text on this line.
The line to the right of the word “WEAPON” is available for you to add additional information about the weapon if you want. For example, you may want to indicate if it is a Light weapon, or list other weapon properties, or a description, or a name.
Reach or Range: Melee weapons have a reach of 5 ft. unless they have the “reach” property and then it becomes 10 ft. Weapons that can be thrown and all ranged weapons have a normal and maximum range.
Type: The type of damage; bludgeoning (B), Piercing (P), or slashing (S)
Ability (STR or DEX): Most melee weapons use your Strength modifier, and most range weapons use your Dexterity modifier. If it is a melee weapon with the Finesse property, you can choose to use your Dexterity modifier. If it is a range weapon with the Thrown property, you can choose to use your Strength modifier. Check the box next to the ability you will be using.
Proficiency: If you have proficiency with this weapon. Check this small box and enter your proficiency bonus in the large box.
STR/DEX: Enter the appropriate ability modifier in this box. If you are fighting with two weapons, and this is your second light weapon, you don’t get an ability bonus to damage with this weapon so remove the check between the attack and damage boxes and do not enter the ability modifier for damage.
Magic: If the weapon receives a magic adjustment, enter this in both the attack and damage rows.
Misc. Enter any additional bonuses (or penalties) to attack and/or damage.
Attack Bonus: Add up all the attack adjustments and enter the total here. You will add this bonus to your attack rolls.
Damage Bonus: Add up all the damage adjustments and enter the total here. You will add this bonus to your damage rolls.
Damage Dice: Enter the number and type of die to roll for damage. For weapons with the Versatile property, also ether the damage if the weapon is used two handed. For instance, for a Longsword you could enter 1d8 (1d10).
Ammo: For weapons that use ammunition, you can use these boxes to check off your ammunition as it is used. If you take the time after a battle, you can normally recover half of your expended ammunition.
NOTES
The section on the lower right of the first sheet is for any notes you may want to add to help you remember details about your character. There may not be enough room here to describe all of his special abilities in detail, but you could list them here and keep the details on sheet 4, or look them up in the Players Handbook, until you have used them enough to remember how they work. For example, for a first level Dwarf Fighter you might note that he has Darkvision, Dwarven Resilience, Dueling, and Second Wind.
You may want to use separate cards to keep track of information that won’t fit on this sheet. You can use cards available HERE.
If you are filling this out on your computer, there are two non-printing boxes at the bottom of page one.
Update Calculations: All of the information filled in automatically for you should update whenever you make any change. Sometimes it doesn’t. You can press this button to force the form to update all of the calculated fields.
Clear: Be careful to not press this unless you want to erase everything from all of the fields on all pages. If you press it by accident, you may be able to recover the lost information if you press CTRL Z. This button is useful for clearing all fields and starting over, or before printing a blank form to fill out by hand.

PAGE 2
The first page contains everything you may need to reference during combat. The second page contains information about your character’s personality, his physical description, his background and his equipment. There is a wider margin on the left side of the first page and on the right side of the second page, so if you print them on the front and back side of the same sheet there should be room to punch holes for a binder. The sheet version and character name are duplicated  from page 1.
ARMOR
If your character normally wears armor, list the type of armor here.
Armor Class: List the armors armor class (AC) here
Category: This will be Light (L), Medium (M) or Heavy (H)
Don and Doff: The amount of time it takes to put on (don) and take off (doff). Refer to the PHB page 146.
Strength: Only used if the armor is in the heavy category. This is the minimum strength to use this armor without receiving a -10 ft penalty to your speed.
Weight: How much the armor weighs.
SHIELD
If you have a shield, list if it is wood or metal.
Weight: All standard shields weigh 6 lb.
AC: All shields provide +2 to your armor class.
PROTECTIVE ITEMS
This is where you can keep track of magical items that provide a bonus to your armor class. If the item requires attunement, you can only be attuned to 3 magic items at the same time, so you may want to keep track of attunement here as well.
OTHER ITEMS
For tracking items that your character owns. You can get the weight for standard equipment packs HERE. For higher level characters, you may only want to list items here that your character always carries with him.
Carrying Capacity: This is your Strength score X 15.
Push, Dag, or Lift: This is twice your Carrying Capacity.
Total Weight Carried: Simply add up the weight of everything listed above.
Lifestyle: Your downtime, between adventures, lifestyle can be Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic. If everyone in the party wants to stay together between adventures they should all have the same lifestyle.
Expenses/day: This depends on your lifestyle. Refer to the PHB page 157.
TREASURE
This area is for keeping track of your character’s monetary and magical possessions. You can track the number of Copper Pieces (CP), Silver Pieces (SP), Electrum Pieces (EP), Gold pieces (GP) and Platinum Pieces (PP). [More information on coins in the post HERE.]
There is a space for Jewels & Gems [More information on gems in the post HERE], Magic items, and Other items.
PHYSICAL CHARACTERISTICS
Age, Height, Weight, Eyes, Hair, Skin: Use the description of your character’s race in the Player’s Handbook as a guide. (Age, height and weight are also listed on page 1. Entering the information on one page will also enter it on the other page.)
Gender, Handedness: your choice. There is no game advantage or penalty regardless of your choice.
Physical Description: List distinguishing features- scars, tattoos, etc.
CHARACTER SKETCH
Draw a picture of your character in the frame. If you are using Adobe Reader, you can click on the image area and it will pop-up a “Select Icon” menu. You can use this to browse your computer for an image to place in this area. There are many good character sketches available on-line. The image must be in PDF file format. There are free utilities available that you can use to convert image files into PDF format. You may find A character schetch that you like HERE.
Languages: List the languages your character knows in this box. Unless you choose otherwise, your character can read and write any language that he can speak.
The rest of this page is straight forward. All of this information is useful in role playing your character. You may want to glance over this whenever you are trying to decide what your character would do in a particular situation.

PAGE 3 – SPELLS
This page is obviously for spellcasters. If your character can’t cast spells, there is no reason for you to print this page.
Primary Ability: This is your character’s primary spellcasting ability. This will be Intelligence, Wisdom or Charisma – depending upon your Class. Click on the down arrow and select from the list.
Spell save DC: This is 8 + your proficiency modifier + the ability modifier for your primary spellcasting ability.
Spell attack modifier: This is your proficiency modifier + the ability modifier for your primary spellcasting ability .
Number of Cantrips Known: This number depends on your class and level.
Spells Known or Available: Bards, Rangers, Sorcerers and Warkocks enter the number of spells known. Clerics, Druids, and Paladins enter the number of spells available.
Sorcery Points: Only Sorcerers have sorcery points.
Spell Slots and Castings
Enter the number of spell slots you have available in the space next to each spell level. As you expend spell slots to cast spells, you can check off the used slots in the boxes below.
Spellbook / Known Spells
If your character’s spellcasting class uses a spellbook, you can use this area to list the spells that it contains. If your class requires that you know a certain number of spells, you can list them here.
Use the checkbox next to a spell to indicate a spell that you have prepared. List cantrip’s as Level 0. There isn’t enough room here for full spell descriptions, so you can use the description space to list the major spell effect. For easy reference to the full spell descriptions, you may want to use spell cards, available HERE. If you only have a few spells, you might want to describe them in detail on page 4.

PAGE 4 – Character Background and/or Notes Overflow
This page is for you to use to tell the story of your character. Where he or she came from and why they are here. It can also be used to keep more detailed descriptions of your character’s feats and abilities that don’t fit on the other sheets. If you need more sheets, make multiple copies.
_____________________________________

The main thing to remember is that the character sheet is yours. Use it in any way that makes sense to you. You can write outside the boxes, use circles and arrows, scribble in the margins, or use it in any way that you choose. Also, you don’t have to completely fill out every box before you start playing. If you never decide on your character’s eye color, it won’t effect the game. [As a DM, I do strongly recommend that you give your character a name before your second gaming session. I have played too many times with one or more “no name” characters. This can be a distraction.]

Here are a couple of tips:
First, use pencil instead of ink. Many things can happen during an adventure that can cause things to change so keep an eraser handy.
Second, I find it useful to apply 3M brand “magic mending tape” over the areas that I know will be changing often, such as current hit points. You can write on it with a pencil and it stands up to frequent erasures without leaving a hole in the paper.
Now that you have filled out your Character sheet, let the game begin!

D&D 5E – Character Sheet – Autofill (rev4)

SHEETATTHETABLE

Revised Auto-fill Character Sheet for Dungeons and Dragons 5e.

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

You can download this free character sheet here: 5-0-character-sheet-rrh-fillable-rev4d.pdf

I think that I have fixed the problem with vanishing test! If you have had problems with this character sheet, please download this revised version.

There is a post with box-by-box instructions on how to fill out the Character Sheet HERE.

I revised the weapons areas and the special features section on the second page.

The weapon boxes are no longer labeled “Melee Weapon” and “Ranged Weapon”. Any box can be used for ether.  You select to use a Strength or Dexterity ability bonus. For two weapon fighting, you can remove the ability bonus for damage. You can now add a separate bonus (or penalty) to attack or damage. The damage dice box is big enough to list two damage amounts (for versatile weapons).

I removed the notes section on the second page to allow more room for trait and feature descriptions.

Iconic Sorcerer

Thinking of playing a Sorcerer ? Here is an excellent article regarding the pros and cons of playing a Sorcerer : Sorcerers with Class By Skip Williams.

Here is the information for playing an iconic Sorcerer character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d4

Class Skills: Bluff, Concentration

Class Knowledge: The planes

Spells: The sorcerer can cast any spell at any time. He doesn’t have to prepare or select his spells ahead of time, but can simply select which spell he wants to cast when he casts it. This is limited only by the number of spells of each level he is allowed to cast each day and which spells he knows. As he increases his level, he selects more known spells from the sorcerer/wizard spell list.

Special abilities: The following are the special abilities available to sorcerers. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Base Attack Bonus +0, Fort Save +0, Ref Save +0, Will Save +2
Spells Known: 0 (4), 1st (2)
Spells Per Day: 0 (5), 1st (3)
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Familiar: A sorcerer can have a familiar. (ref. PHB)
2nd Level [1,000 XP]
Base Attack Bonus +1, Fort Save +0, Ref Save +0, Will Save +3
Spells Known: 0 (5), 1st (2)
Spells Per Day: 0 (6), 1st (4)
3rd Level [3,000 XP]
Base Attack Bonus +1, Fort Save +0, Ref Save +0, Will Save +3
Spells Known: 0 (5), 1st (3)
Spells Per Day: 0 (6), 1st (5)
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
4th Level [6,000 XP]
Base Attack Bonus +2, Fort Save +1, Ref Save +1, Will Save +4
Spells Known: 0 (6), 1st (3), 2nd (1)
Spells Per Day: 0 (6), 1st (6), 2nd (3)
Ability Score Adjustment: Add 1 to any ability score.
5th Level [10,000 XP]
Base Attack Bonus +2, Fort Save +1, Ref Save +1, Will Save +4
Spells Known: 0 (6), 1st (4), 2nd (2)
Spells Per Day: 0 (6), 1st (6), 2nd (4)
6th Level [15,000 XP]
Base Attack Bonus +3, Fort Save +2, Ref Save +2, Will Save +5
Spells Known: 0 (7), 1st (4), 2nd (2), 3rd (1)
Spells Per Day: 0 (6), 1st (6), 2nd (5), 3rd (3)
Greater Spell Penetration: You get an additional +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
7th Level [21,000 XP]
Base Attack Bonus +3, Fort Save +2, Ref Save +2, Will Save +5
Spells Known: 0 (7), 1st (5), 2nd (3), 3rd (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (4)
8th Level [28,000 XP]
Base Attack Bonus +4, Fort Save +2, Ref Save +2, Will Save +6
Spells Known: 0 (8), 1st (5), 2nd (3), 3rd (2), 4th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (5), 4th (3)
Ability Score Adjustment: Add 1 to any ability score.
9th Level [36,000 XP]
Base Attack Bonus +4, Fort Save +3, Ref Save +3, Will Save +6
Spells Known: 0 (8), 1st (5), 2nd (4), 3rd (3), 4th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (4)
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
10th Level [45,000 XP]
Base Attack Bonus +5, Fort Save +3, Ref Save +3, Will Save +7
Spells Known: 0 (9), 1st (5), 2nd (4), 3rd (3), 4th (2), 5th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (5), 5th (3)
11th Level [55,000 XP]
Base Attack Bonus +5, Fort Save +3, Ref Save +3, Will Save +7
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (3), 5th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (4)
12th Level [66,000 XP]
Base Attack Bonus +6/+1, Fort Save +4, Ref Save +4, Will Save +8
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (3), 5th (2), 6th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (3)
Ability Score Adjustment: Add 1 to any ability score.
Iron Will: You get a +2 bonus on all Will saving throws.
13th Level [78,000 XP]
Base Attack Bonus +6/+1, Fort Save +4, Ref Save +4, Will Save +8
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (3), 6th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (4)
14th Level [91,000 XP]
Base Attack Bonus +7/+2, Fort Save +4, Ref Save +4, Will Save +9
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (3), 6th (2), 7th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (5), 7th (3)
15th Level [105,000 Xh]
Base Attack Bonus +7/+2, Fort Save +5, Ref Save +5, Will Save +9
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (4)
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
16th Level [120,000 XP]
Base Attack Bonus +8/+3, Fort Save +5, Ref Save +5, Will Save +10
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (2), 8th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (5), 8th (3)
Ability Score Adjustment: Add 1 to any ability score.
17th Level [136,000 XP]
Base Attack Bonus +8/+3, Fort Save +5, Ref Save +5, Will Save +10
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (4)
18th Level [153,000 XP]
Base Attack Bonus +9/+4, Fort Save +6, Ref Save +6, Will Save +11
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (2), 9th (1)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (5), 9th (3)
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
19th Level [171,000 XP]
Base Attack Bonus +9/+4, Fort Save +6, Ref Save +6, Will Save +11
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (3), 9th (2)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (6), 9th (4)
20th Level [190,000 XP]
Base Attack Bonus +10/+5, Fort Save +6, Ref Save +6, Will Save +12
Spells Known: 0 (9), 1st (5), 2nd (5), 3rd (4), 4th (4), 5th (4), 6th (3), 7th (3), 8th (3), 9th (3)
Spells Per Day: 0 (6), 1st (6), 2nd (6), 3rd (6), 4th (6), 5th (5), 6th (6), 7th (6), 8th (6), 9th (6)
Ability Score Adjustment: Add 1 to any ability score.

Player Character Image Gallery

 

These are the images I used for all of the different character sketches for the ready-to-play character sheets. If you are trying to decide which character type to play in your next Dungeons and Dragons game, these images may give you a little inspiration.

Animal Companion / Familiar Character Sheets

Animal-Sheet

Animal-Sheet

This is a character sheet for animal companions and familiars for Dungeons and Dragons Lite.

This is a multi-layer PDF file. When you open it, it will be unreadable until you turn off some of the layers. To use it simply turn off all of the layers except for those that contain the information you desire.

1) For a blank sheet – turn off all of the layers except for the “Sheet” layer.

2) Turn on the layer “Animal Companion – Wolf”  for a ready-to-play wolf animal companion.

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2) Turn on the layer “Familiar-Rat” for an almost ready-to-play rat familiar. It has the information filled in for a normal rat, but you will need to adjust its statistics based on your player character’s as explained in the 3.5 Players’ Handbook.pdf-xchange_1

pdf-xchange_2

Please let me know if you discover any mistakes, or if you think I should have created these differently.

UPDATE: There is now a fillable version of this popular file – Find it on this post: Animal Companion / Familiar Character Sheets – Fillable

UPDTATE 2: By request – you can now download a completely blank version (no layers) for those of you who prefer to print out a bloak sheet and fill it in by hand. Click on this link  animal-sheet-blank

Fast-Play Character Sheets

Character-Sheet

Human-Sheet-Front                   Human-Sheet-Back

Half-orc-Sheet-Front                 Half-orc-Sheet-Back

Halfling-Sheet-Front                  Halfling-Sheet-Back

Half-elf-Sheet-Front                  Half-elf-Sheet-Back

Gnome-Sheet-Front                  Gnome-Sheet-Back

Elf-Sheet-Front                          Elf-Sheet-Back

Dwarf-Sheet-Front                  Dwarf-Sheet-Back

 

These are fast-play first level character sheets for Dungeons and Dragons Lite.

They are multi-layer PDF files. When you open them they will be unreadable until you turn off some of the layers. To use them simply turn off all of the layers except for those that contain the information you desire.

1) Download the front and back sheet for your character’s race.

2) For a blank sheet – turn off all of the layers except for the “Sheet” layer.

3) Turn on the “Class” layer for the class you are going to play to get all of the standard information, including the default equipment, for your character. You can print this out and it will be ready for you to add a background skill and to roll your ability scores. Everything for a first level character will be filled in that is not dependent on your ability scores.

4) Turn on the “Abilities” layer for the class you are going to play to get a ready-to-play character sheet. Everything except the character’s name, sex and description will be filled in and ready to use. The “Abilities” layer and the “Class” layer must both be for the same class or the numbers won’t add up correctly.

5) Optionally – on the Back sheet – you can turn on a “Sketch” layer for your character class. This will give you a drawing of your character. (These were all found on the internet, converted to black and white and scaled to fit on the sheet. They are all male characters.)

EXAMPLE: If you want a ready-to-play first level Half-orc Monk character. Download the files “Half-orc-Sheet-Front.pdf” and “Half-orc-Sheet-Back.pdf”. Open both of them using Acrobat Reader. On the Layers menu turn off (by clicking on the little eye beside the layer name) all of the layers except for these: “Sheet”, “Race_Half-orc”, “Class-Monk”, and “Abilities-Monk”. On the Back sheet, you can turn on the layer “Sketch-Monk” for a drawing of the character. Print both sheets (they are designed to print on the front and back side of a single sheet). Now all you have to do is fill in the name and sex and you are ready to play. The character’s description on the back side has been left blank for you to describe him as you see fit.

 

BEHIND THE DOUNGEON MASTER’S SCREEN

(For those of you that are interested in what I did and why I did it this way.)

For abilities I used this default ability array: 18, 16, 14, 12, 10, 8

This makes for interesting characters with everyone having some ability that they excel at and one that they are very bad at. With most of the abilities above average this makes for heroic characters.

I then assigned the abilities (highest to lowest) based on the character’s class.

Barbarian, Fighter, Monk: STR/DEX/CON/WIS/CHA/INT

Bard, Sorcerer: CHA/DEX/CON/INT/STR/WIS

Cleric, Druid: WIS/CHA/INT/STR/ DEX/CON

Paladin:  CHA/STR/DEX/ INT/WIS/CON

Ranger, Rogue:  DEX/STR/WIS/INT/CON/CHA

Wizard: INT/DEX/CON/WIS/CHA/STR

 

I tried my best to make the abilities work well for each class. I am sure others might have assigned them differently.

On a side note – I originally intended to have at least one class have an ability score of 8 (a -1 ability modifier) for each of the abilities, but I decided not to give anyone a score of 8 in Dexterity. Strictly interpreting the rules, if your character’s dexterity score is very low he is easier to hit if he is aware of the attack than if he isn’t! This is the result of a negative DEX modifier on his armor class. This reminds me of Jar Jar Binks leaning into the punches, but I think that even his flat-footed AC would be lower than his normal or touch AC.

Next I applied the standard ability score modifiers for each race.

Then, based on their ability modifiers, I modified or calculated:

– Saving throws

– Initiative (Dex)

– Armor class (Dex) [and (Wis) for monks]

– Hit points (Con)

– Melee weapon attack (Str)

– Ranged weapon attack (Dex)

– All of the skills [I selected a skill that I thought would be useful for a background skill]

– Loads (Str)

I also gave the classes these default Alignments:

Barbarian, Chaotic Neutral / Bard, Chaotic Good / Cleric, Matches his Deity / Druid, True Neutral / Fighter, Lawful Neutral /Monk, Lawful Neutral / Paladin, Lawful Good / Ranger, Neutral Good / Rogue, Chaotic Neutral / Sorcerer, Chaotic Neutral/ Wizard, Lawful Neutral

 

A lot of people are not familiar with multi-layer PDF files, but if you have any trouble turning layers on and off just let me know.

This gives you a total of 77 different ready-to-play characters.

Please let me know if you discover any mistakes, or if you think I should have created these differently.

Iconic Rogue

Thinking of playing a Rogue? Here is an excellent article regarding the pros and cons of playing a Rogue: Rogues  with Class By Skip Williams.

Here is the information for playing an iconic Rogue character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d6

Class Skills: Climb, Decipher Script, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Use Magic Device

Class Knowledge: Local

Special abilities:
The following are the special abilities available to Rogues. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Deceitful: You get a +2 bonus on all Disguise checks and Forgery checks.
Sneak Attack: +1d6 damage when flanking target. (ref. PHB)
Trapfinding: Can use search to find traps with DC20 or higher and can use Disable Device to disarm magic traps. Beat a traps DC by 10 or more to bypass it without disarming it.
2nd Level
Evasion:  Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save.
3rd Level
Deft Hands: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
Sneak Attack: Like Sneak Attack above, but now you get +2d6 damage
Trap Sense: +1 on Ref saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Uncanny Dodge: Retain Dexterity bonus to AC (if any) even if flat-footed or struck by an invisible attacker.
5th Level
Sneak Attack: Like Sneak Attack above, but now you get +3d6 damage
6th Level
Diligent: You get a +2 bonus on all Appraise checks and Decipher Script checks.
Trap Sense: Like Trap Sense above, but your bonuses become +2.
7th Level
Sneak Attack: Like Sneak Attack above, but now you get +4d6 damage
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Improved Uncanny Dodge: Can no longer be flanked, unless by another rogue at least 4 levels higher.
9th Level
Improved Initiative: You get a +4 bonus on initiative checks.
Sneak Attack: Like Sneak Attack above, but now you get +5d6 damage
Trap Sense: Like Trap Sense above, but your bonuses become +3.
10th Level
Special  Ability (Crippling Strike): Sneak attack deals an additional 2 points Strength damage.
11th Level
Sneak Attack: Like Sneak Attack above, but now you get +6d6 damage
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Nimble Fingers: You get a +2 bonus on all Disable Device checks and Open Lock checks.
Trap Sense: Like Trap Sense above, but your bonuses become +4.
13th Level
Sneak Attack: Like Sneak Attack above, but now you get +7d6 damage
Special  Ability (Improved Evasion): Like Evasion above, but now you also take only half damage on a failed save.
14th Level
No special abilities added at this level.
15th Level
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. You may throw weapons at your full normal rate of attacks (much like a character with a bow).
Sneak Attack: Like Sneak Attack above, but now you get +8d6 damage
Trap Sense: Like Trap Sense above, but your bonuses become +5.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Special  Ability (Defensive Roll): Once a day, when damage from combat would reduce you to 0 or fewer HP, you can attempt to roll with the damage to get half damage. (ref. PHB)
17th Level
Sneak Attack: Like Sneak Attack above, but now you get +9d6 damage
18th Level
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks.
Trap Sense: Like Trap Sense above, but your bonuses become +6.
19th Level
Sneak Attack: Like Sneak Attack above, but now you get +10d6 damage
Special  Ability (Slippery Mind): ref PHB
20th Level
Ability Score Adjustment: Add 1 to any ability score.

Iconic Ranger

Thinking of playing a Ranger? Here is an excellent article regarding the pros and cons of playing a Ranger: Rangers with Class By Skip Williams.

Here is the information for playing an iconic Ranger character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d8

Class Skills: Climb, Handle  Animal, Move Silently, Track, Search, Spot and Survival

Class Knowledge: Geography

Special abilities: The following are the special abilities available to Rangers.  The abilities are listed under the level that they are acquired. By the time your character reaches second level he must specialize in one of two different combat styles.  He can choose between the archery combat style and the two-weapon combat style. As indicated in the table below – some of the special abilities he receives as he advances in level will depend on the combat style he pursues. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Skill Focus (Survival): You get a +3 bonus on all Survival checks.
Favored Enemy: Select a type of creature from Table 3–14: Ranger Favored Enemies. You get a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against creatures of this type, and a +2 bonus on weapon damage
Wild  Empathy:  Can improve the attitude of an animal with a successful Cha check.
2nd Level
Combat Style: Select one of two combat styles to pursue: archery or two-weapon combat. You lose all benefits of your combat style when wearing medium or heavy armor.
Rapid Shot:  [If you are pursuing the archery combat style] You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this ability.
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Two-Weapon Fighting: [If you are pursuing the two-weapon combat style] Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
3rd Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist damage, Constitution checks made to continue running, Constitution checks made to avoid damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid damage from starvation or thirst, Fortitude saves made to avoid damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Point Blank Shot: [If you are pursuing the archery combat style] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Two-Weapon Defense: [If you are pursuing the two-weapon combat style] When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Animal Companion: (ref PHB)
Spells: You gain the ability to cast a small number of divine spells (ref PHB)
5th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.
6th Level
Far Shot: [If you are pursuing the archery combat style] When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.
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Animal Affinity:  [If you are pursuing the two-weapon combat style] You get a +2 bonus on all Handle Animal checks and Ride checks.
Manyshot:  [If you are pursuing the archery combat style] As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special –  Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
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Improved TwoWeapon Fighting: [If you are pursuing the two-weapon combat style] In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.
7th Level
Woodland Stride: Can move through any normal undergrowth at normal speed and without taking damage.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Swift Tracker: Can move at normal speed while following tracks without the normal –5 penalty. Take only a –10 penalty when moving at up to twice normal speed while tracking.
9th Level
Precise Shot: [If you are pursuing the archery combat style] You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
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Lightning Reflexes:  [If you are pursuing the two-weapon combat style] You get a +2 bonus on all Reflex saving throws.
Evasion:  Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save, only if wearing light or no armor.
10th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.
11th Level
Improved Precise Shot: [If you are pursuing the archery combat style] Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
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Greater TwoWeapon Fighting: [If you are pursuing the two-weapon combat style] You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Skill Focus (Hide): You get a +3 bonus on all Hide checks.
13th Level
Camouflage: Can use the Hide skill in any sort of natural terrain.
14th Level
No special abilities added at this level.
15th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.
Skill Focus (Listen): You get a +3 bonus on all Listen checks.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
17th Level
Hide in Plain Sight: Can use the Hide skill even while being observed – while in any natural terrain
18th Level
Skill Focus (Spot): You get a +3 bonus on all Spot checks.
19th Level
No special abilities added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.

Iconic Paladin

Thinking of playing a Paladin? Here is an excellent article regarding the pros and cons of playing a Paladin: Paladins with Class By Skip Williams.

Here is the information for playing an iconic Paladin character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d10

Class Skills: Ride, Heal

Class Knowledge: Nobility and royalty

Deity: Heironeous (recommended)

Alignment: must be Lawful Good

Code of Conduct: A paladin loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: A paladin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code.

[Paladins “detect evil” becomes “detect unholy”.  (Refer to  Turn Unholy ) This means that they can detect un-dead, demons, and devils. Some Paladins may be able to detect other kinds of creatures as well if they are defined in their faith’s holy scriptures as unholy. This means that a Paladin can not detect someone who has an evil alignment, evil thoughts, of is simply an all-around evil dude unless he is defined as unholy to his faith in his faith’s holy writings.]

Special abilities:

The following are the special abilities available to Paladins. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Toughness: You gain +3 hit points.
Aura: same as for a Cleric
Detect Unholy: Can use detect unholy, as the spell, once per day.
Smite Unholy: Can attempt to smite unholy with one normal melee attack, once per day. Add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per paladin level.
2nd Level
Divine Grace: Bonus equal to your Charisma bonus (if any) on all saving throws.
Lay on Hands: Can heal wounds, or deal damage to unholy, by touch. (ref. PHB)
3rd Level
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Divine Health : You gain immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Turn Unholy: Can turn unholy. You may use this ability a number of times per day equal to 3 + your Charisma modifier. You turn unholy as a cleric of three levels lower would.
Spells: You can cast spells. You cast spells on the Paladin spell list. Refer to the cleric for information on preparing and casting spells. You cast spells as a cleric, but you don’t get domain spells and you don’t get to lose a prepared spell to spontaneously cast a cure spell in its place. Your caster level is one-half of your paladin level.
5th Level
Smite Unholy 2: Like smite unholy above, but now you can do it 2 times per day.
Special Mount: You gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against the unholy. This mount is usually a heavy warhorse. (ref. PHB)
6th Level
Negotiator: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
Remove Disease: Can produce a remove disease effect, as the spell, once per week.
7th Level
No special abilities added at this level.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
9th Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
Remove Disease 2: Like remove disease above, but now you can do it 2 times per week.
10th Level
Smite Unholy 3: Like smite unholy above, but now you can do it 3 times per day.
11th Level
No special abilities added at this level.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Leadership: Having this ability enables the character to attract loyal companions and devoted followers, subordinates who assist him. See the table in the PHB for what sort of cohort and how many followers the character can recruit.
Remove Disease 3: Like remove disease above, but now you can do it 3 times per week.
13th Level
No special abilities added at this level.
14th Level
No special abilities added at this level.
15th Level
Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls you make using the selected weapon.
Smite Unholy 4: Like smite unholy above, but now you can do it 4 times per day.
Remove Disease 4: Like remove disease above, but now you can do it 4 times per week.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
17th Level
No special abilities added at this level.
18th Level
Greater Weapon Specialization: You gain an additional +2 bonus on all damage rolls you make using the selected weapon.
Remove Disease 5: Like remove disease above, but now you can do it 5 times per week.
19th Level
No special abilities added at this level.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Smite Unholy 5: Like smite unholy above, but now you can do it 5 times per day.

Iconic Monk

Thinking of playing a Monk? Here is an excellent article regarding the pros and cons of playing a Monk: Monks with Class By Skip Williams.

Here is the information for playing an iconic Monk character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d8

Class Skills: Balance, Climb, Jump, Tumble

Class Knowledge: Religion

Special abilities:

The following are the special abilities available to Monks. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.

1st Level
Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.  You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Improved Grapple: You also gain a +4 bonus on all grapple checks.
Improved Unarmed Strike: You are considered to be armed even when unarmed —that is, you are not required to attempt a heroic action to attack an armed opponent when you attack them while unarmed.
AC Bonus: When unarmored and unencumbered, add your Wisdom bonus (if any) to your AC
Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. (ref PHB)
2nd Level
Combat Reflexes: Add +2 to your dexterity bonus when attempting heroic actions.
Evasion:  Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save.
3rd Level
Acrobatic: You get a +2 bonus on all Balance checks and Escape Artist checks.
Fast Movement: When not wearing armor, your speed is increased (refer to table for speed).
Still Mind: +2 bonus on saving throws against spells and effects from the school of enchantment.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Ki Strike: Unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Slow Fall: When within arm’s reach of a wall you can use it to slow your descent. Take damage as if the fall were 20 feet shorter than it actually is.
5th Level
AC Bonus: you gain +1 bonus to your AC
Purity of Body: You gain immunity to all diseases except for supernatural and magical.
6th Level
Improved Trip: You gain a +4 bonus on your Strength check when attempting a heroic action to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 30 feet shorter.
7th Level
Wholeness of Body: Can heal a number of hit points of damage equal to twice your current level each day, and can spread this healing out among several uses.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 40 feet shorter.
9th Level
Deflect Arrows: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Improved Evasion: Like evasion above, but now you take only half damage on a failed save.
10th Level
AC Bonus: Your AC bonus is increased by 1 (becoming +2 now).
Ki Strike: Unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 50 feet shorter
11th Level
Diamond Body: Gain immunity to poisons of all kinds.
Flurry of Blows: Like Flurry of Blows above, but now you get a second extra attack at your full base attack bonus.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Snatch Arrows: When using the Deflect Arrows ability you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this ability.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 60 feet shorter
Abundant Step: Can slip magically between spaces, as if using the spell dimension door, once per day. Your caster level for this effect is one-half your monk level (rounded down).
13th Level
Diamond Soul: Spell resistance equal to your current monk level + 10.
14th Level
Slow Fall: Like slow fall above, but you now take damage as if the fall were 70 feet shorter
15th Level
Stunning Fist: You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
AC Bonus: your AC bonus is increased by 1 (+3 now)
Quivering Palm: Can set up vibrations within the body of another creature that can thereafter be fatal if you so desire, once a week. (ref PHB)
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Ki Strike: Unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 80 feet shorter
17th Level
Timeless Body: No penalties to ability scores for aging and cannot be magically aged.
Tongue of the Sun and Moon: Can speak with any living creature.
18th Level
Iron Will: You get a +2 bonus on all Will saving throws.
Slow Fall: Like slow fall above, but you now take damage as if the fall were 90 feet shorter
19th Level
Empty Body: Can assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
AC Bonus: AC bonus is increased by 1 (+4 now)
Slow Fall: Like slow fall above, but you now can fall any distance without harm as long as you are within arms reach of a wall.
Perfect Self: Treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. (ref PHB)