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Tag Archives: Reference
December 3, 2019Posted by on
5E Character Sheets – Single Class and Multi-class
Here are my latest Dungeons and Dragons Fifth Edition Character Sheets. They are all available here for free for you to download and use for your next adventure. They can all be printed blank and filled out with a pencil, or you can fill in the forms on your computer and most of the calculations will be done for you. Below the file download area you will find box-by-box instructions on filling these out.
Download a sheet by clicking on the underlined word.
Character Sheets: For each class there is a 4 page character sheet: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Class Feature Sheets: These are separate class feature sheets each of which contains one page for each sub-class for each of the classes in the Player’s Handbook. The information on these sheets is intended as a reminder of the major effects of each of the features. As such, the feature descriptions are abbreviated. Please refer to the Player’s Handbook for the full descriptions. One abbreviation I should explain – When it says (1/rest), that indicates that it can be used one time between a long or short rest. (1/long rest) is one per long rest.: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Simple Character Sheet:This is a 2 page character sheet if you don’t need the class information: download it HERE
Multi-class Character Sheet:This has 4 general pages plus an additional 12 pages – one for each class: download it HERE
Update #1: 2/4/2020 Revised Druid Character Sheets
Note regarding subclasses: I have tried hard not to include subclass calculations on any of the class sheets. The reason for this is so that they can be used with subclasses that are not in the Player’s Handbook. As a result of this, I have had to make a change to the Druid sheet. On the Druid Sheet, Wild Shape Max CR is no longer Auto-Filled because it varies with the Druid Circle (also called a subclass). They were also calculating the number of Cantrips wrong so I fixed that, and you can also now add a bonus Cantrip to your number of cantrips (for Circle of the Land Druids). A big thank you to Chris for pointing out these problems.
Filling in the 5E Character Sheets Box by Box
These instructions are for use with the character sheets you can download above. 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. Information specific to the Multiclass Character Sheet is shown in blue.
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 he name you give to your character. If you can’t think of a name ask the DM for advice. Enter the name you put here in the same box on all of the other sheets.
#____ : 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. Enter the number you put here in the same spot on all of the other sheets.
Race: Enter your character’s race here. The Player’s Handbook (PHB) contains information for all of the standard races; Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc, and Tiefling. Check with the DM first, he may not have all these races in his campaign world, or he may allow races from other sources.
Class: Each class has its own character sheet. This will be filled in based on the class character sheet you are using; Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock or Wizard. If using the Multiclass Character Sheet go to page 4 to enter your class information. Then come back and enter the combined class/level information here.
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).
Level: This is your character’s current level. You typically start out at level 1. 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. If using the Multiclass Character Sheet you will enter this information on page 4. For multi-class characters, the number in this box is the total of all levels in all of your classes.
Size: This depends on your character’s race. Gnomes and Halflings are small (S), all other standard races are medium (M).
Base 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.
Adjustment to Speed: Enter any adjustments that need to be made to your base speed into the grey shaded area inside the boot. For instance if your character is wearing heavy armor, and his strength score is less than the minimum listed for that armor, his speed is adjusted by -10. Add this number to your base speed to determine your adjusted speed.
Adjusted Speed: This is your base speed modified by any adjustments you may have entered into the boot.
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 enter a number on the grey shaded area to the left of the word “Dex” below the initiative box. Add this number to your initiative modifier.
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. STR for Strength, DEX for Dexterity, CON for Constitution, INT for Intelligence, WIS for Wisdom, Cha for Charisma.
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.
Saving Throw Proficiency Box: If you are proficient with an ability, check the small box to the left of that abilities saving throw. Add your proficiency bonus (see below) to the ability modifier to get your saving throw modifier.
Saving Throw ad hoc modifier: Enter a number on the grey shaded area to the left of a saving throw proficiency box. Add this number to your saving throw for that ability.
Armor Class: Use the Armor Class (AC) Calculations box on page 2 to determine your armor class. Enter the total armor class from your armor, shield and protective items in the shield.
Hit Point Maximum: 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.
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.
Hit Dice Total: At first level your character has 1 hit die. The hit die type depends on your character’s class; Barbarian d12, Bard d8, Cleric d8, Druid d8, Fighter d10, Monk d8, Paladin d10, Ranger d10, Rogue d8, Sorcerer d6, Warlock d8, Wizard d6. Enter the correct hit die type in the box. The multiclass character sheet has a separate box for each die type.
Available Hit Dice: You receive one hit die each time you advance a 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.
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 enter that on the grey shaded area to the left of the word “Wis” to the left of the box and enter a number. Then add this number to your passive perception score.
Initiative: When the DM says to “Roll for initiative.” you will roll 1d20 and add your dexterity modifier. This will be your initiative score for this round and determines what order you will act during a combat round. You can enter your initiative score in this area for your reference.
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.
Proficiency: List your proficiency bonus here. It starts out as +2 at first level and increases as you advance in level.
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.
Skills: Your character will have proficiency in certain skills. For each skill you are 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 you attempt to perform a skill that you are 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 a skill (for example a luckstone grants you a +1 bonus to skill checks) you can enter a number on the grey shaded area to the left of 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. If you attack with a weapon that you lack proficiency with, you can’t add your proficiency bonus to damage or to attack rolls.
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.
There is room to list up to 5 different weapons.
Weapon: On the line to the right of the word “WEAPON” enter the weapon’s type or name. The calculated fields for this weapon will remain blank until you enter some text on this line.
Description: This line 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 what it looks like, 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.
Damage Type: This will normally be bludgeoning (B), Piercing (P), or slashing (S)
Proficiency check box: If you have proficiency with this weapon. Check this small box.
Proficiency: If you have proficiency with this weapon enter your proficiency bonus in the large box.
Ability modifier to use: Between the words “Proficiency” and “MAGIC” write the name of the ability modifier to use with this weapon. You can click on the down arrow here and select the ability from the drop down list. Most melee weapons use your Strength modifier (STR), and most range weapons use your Dexterity modifier (DEX). 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. Enter the ability modifier for the ability you select into the box directly below in the attack bonus row.
Ability modifier check box: To indicate that you will be using the ability modifier for both attack rolls and for damage put a check in the check box between them. 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. If the box is checked, enter the ability modifier into the box on the damage row.
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 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).
Damage: Add up all the damage adjustments. You can enter the die number and type followed by the damage adjustment (something like 3d8+4 for example).
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.
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 page 3, 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.
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. The sheet version and character name are duplicated from page 1.
ARMOR: If your character normally wears armor, list the type of armor here. There are 3 short lines you can use for additional description. Weight: You can enter the weight of your armor here. Put an X in the small box if you do not want to include this weight in “Total Weight Carried” box below the “Other Equipment” box.
SHIELD: If your character normally uses a shield you can list the type here. There are 2 short lines you can use for additional description. You might want to list if it is wood or metal. Weight: You can enter the weight of your shield here. All standard shields weigh 6 lb. Put an X in the small box if you do not want to include this weight in “Total Weight Carried” box below the “Other Equipment” box.
ARMOR CLASS (AC) Calculations
The information in this box is used to calculate your armor class. It is divided into two sections. Each option is in a separate row. Put a check in the circle in the upper section for the type of armor you are wearing and check the circle in the lower section if you are using a shield. Refer to the table on page 145 in the Player’s Handbook for information regarding specific armor types. After filling out these boxes, add together the AC for your armor, the AC bonus from your shield and the AC bonus from any Protective Items. Enter that total on page 1 in the shield labeled “Armor Class”
No Armor: Check this row if your character is not wearing armor. Enter your dexterity modifier in the box labeled DEX. [If your character is a Barbarian, also enter your constitution modifier in the box labeled CON.] The Multiclass Character Sheet will not enter a CON modifier unless one of your classes is Barbarian. Enter any magical or miscellaneous bonus in the appropriate box . Add the contents of each of these boxes and enter that in the box labeled AC.
Light Armor: Check this row if your character is wearing light armor. Enter your dexterity modifier in the box labeled DEX. Enter the armor class from the table in the PHB. Enter any magical or miscellaneous bonus in the appropriate box . Add the contents of each of these boxes and enter that in the box labeled AC.
Medium Armor: Check this row if your character is wearing medium armor. Enter your dexterity modifier, up to a maximum of +2, in the box labeled DEX. Enter the armor class from the table in the PHB. Enter any magical or miscellaneous bonus in the appropriate box . Add the contents of each of these boxes and enter that in the box labeled AC
Heavy Armor: Check this row if your character is wearing heavy armor. Enter the armor class from the table in the PHB. Enter any magical or miscellaneous bonus in the appropriate box . Add the contents of each of these boxes and enter that in the box labeled AC.
Shield: Check this row if your character is welding a shield. All shields add +2 to your armor class. Enter any magical or miscellaneous bonus in the appropriate box . Add the contents of each of these boxes and enter that in the box labeled AC.
Protective Items: This is where you can enter up to 2 items your character has, other than armor or a shield, that provides a bonus to you armor class. AC Bonus: Enter the AC bonus this item provides here. Add this to your total AC on page 1. Weight: You can enter the weight of the protective item here. Put an X in the small box if you do not want to include this weight in “Total Weight Carried” box below the “Other Equipment” box.
Other Equipment: For tracking items that your character owns. ITEM: Enter the name of the item in the box on the left. For longer names, you may need to abbreviate. WT.: Enter the weight of the item in the top portion of this box. Put an X in the small box if you do not want to include this weight in “Total Weight Carried”. For multiple items you can enter the number of items after the “X” and the total weight for all of these items after the “=”. Coin Purse: Enter the weight of all of your coins here. To calculate the weight add up the total coins you have (not their value, just the number of coins). 50 coins weigh 1 pound.
Carrying Capacity: This is your Strength score X 15. If some feature of the game provided you with double your normal carrying capacity check the small box labeled “X2” and multiply your Strength score by 30.
Push, Dag, or Lift: This is twice your Carrying Capacity.
Total Weight Carried: Simply add up the weight of everything listed above that isn’t marked to not be counted.
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.
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.
Magic Item: There are 3 boxes for tracking magic items. Enter the name of the magic item in the space above the box and enter its description in the box. The text will shrink and additional lines will be added as you type. There is a box to check if you are attuned to the item. You can only be attuned to 3 magic items.
Age, Height, Weight, Eyes, Hair, Skin: Use the description of your character’s race in the Player’s Handbook as a guide. Gender, Handedness: your choice. There is no game advantage or penalty regardless of your choice. Physical Description: List distinguishing features- scars, tattoos, etc. The text will shrink and additional lines will be added as you type.
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 page 2: This is rather 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. As you enter text into the larger boxes, if you continue to type after you reach the end of a line the text will become smaller and additional lines will be added.
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.
Class Specific Information
Single Class Character Sheet: This page is different for each class. There is a place to enter your sub-class and most of the information regarding your class that changes as you advance in level. It will calculate Spell Slots, Cantrips Known, Spells Prepared, Spell Save DC, Spell Attack Modifier and other things for each class. It makes no assumptions regarding subclass features so you can use it for subclasses that are not found in official books. It does not provide room for spell descriptions. These are best handled with spell cards, or in some cases a printed spell book (refer to my posts HERE and HERE.) There should however be enough room for more than just the spell name. What I would do is enter a symbol to indicate if the spell is (C) concentration, (R) ritual, or sometimes (T) casting time. There is also room to indicate which book the spell is found in if it isn’t from the PHB. For the Cleric and some others, when you get to higher levels there may not be enough room to list all available spells, but there should be enough room to list all of the spells you might want to use.
Multiclass Character Sheet: Enter the level for each class and select its subclass. Enter these classes along with their level and the total character level on page 1. Mulitclass Spellcasting: Use the instructions on this page to determine your available spell slots.
Additional Class Sheets: The Multiclass Character Sheet contains 12 additional pages. There is one for each class. They are identical in most ways to page 4 of the single class sheets. They use the information on the multiclass page 4 for the class level. Classes that have the “spellcasing” feature do not have a “Spell Slots and Castings” box. You will use the one on your page 4 instead.
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, if you can cast spells, you might want to use one or more weapon boxes on page 1 for quick reference to your favorite offensive spells. Look at the image at the top of this page for an example.
Third, if you choose to use the Multiclass Character Sheet I recommend you start by using a Single Class Character Sheet until you add a second class. You can export the form data from the single class sheet and import it into the multiclass sheet. Also, if you print the Multiclass Character Sheet, there is no need to print pages for the classes that you are not using.
Now that you have filled out your Character sheet, let the game begin!
May 29, 2019Posted by on
The people that run Skull Splitter Dice not only sell nice dice but they provide some good information for players of my favorite role playing game.
They have some well written guides for the different D&D classes and some other guides for Fifth Edition of Dungeons and Dragons as well.
Here are some links:
What is Dungeons and Dragons?
How to Play D&D 5E
A Guide to Surviving the Underdark
DnD 5E Character Sheet for Beginners
Five Best Free Places to Find a D&D Dungeon Adventure
Best DnD Map Making Tools
Barbarian Class Guide
Wizard Class Guide
Rogue Class Guide
Fighter Class Guide
Monk Class Guide
Sorcerer’s Class Guide
Cleric Class Guide
Paladin Class Guide
Druid Class Guide
Ranger Class Guide
Warlock’s Class Guide
Bard’s Class Guide
I want to send out a big thank you to Skull Splitter Dice for providing all this great content. You may want to get onto their email notification list for future free content. Also, did I mention that they sell dice?
February 11, 2019Posted by on
Here are some useful web sites that I have ran across over the last couple of years. Perhaps you will find some of these useful as well.
ORC PUB version 2. Here you will find an excellent set of tools. These include a Character Builder, Race Builder, Background Builder, Spells, Monsters, Items, Combat Tracker, Encounter Builder, Monster Builder, Spell Builder, Feat Builder, Class Builder and more.
This is a Dungeons & Dragons 5th Edition Encounter Calculator.
This is a good 5e Random Generator. It has traps, treasure, lots of different items, magic and downtime events.
Redkat’s 5E D&D Tools also has a great set of random generators.
This is a good 5th edition SRD (System Reference Document).
These are rules that I find very useful for Converting D&D3.5 Monsters to 5e
I found a lot of excellent resources on this donjon site.
Merric’s Musings has an excellent list of Dungeons & Dragons 5E Adventures by Level
I haven’t use this NPC Generator, but it looks like it could be useful.
Here is another spell list. It is great at allowing you to sort this list in many different ways.
Create your own document. This allows you to create beautiful documents that look very professional and very D&D like. It requires a steep learning curve, but the final results can be fantastic.
For background music – here is an excellent playlist for Dungeons and Dragons provided by MightyBenj.
Here is an encounter builder by the Kobold Fight Club.
Here are some great DnD 5e Monster Cards by Almega-3 on DeviantArt.
Speaking of Monster Cards. Not a pretty, but here you can customize and print out what you need.
Here is a “create your own RPG cards” site.
Need an interactive map of Faerun?
I’ll finish this list with a reference page I found useful. All About Scales.
PS In case you missed it, I have added a “Buy me a coffee” tab to the page links at the top of the screen.
September 20, 2018Posted by on
My thoughts on Components.
First, here is what it says in the Player’s handbook:
A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s com ponents, you are unable to cast the spell.
There are some monsters which can cast spells with their innate spellcasting ability they do not have to provide any components. Unless stated otherwise if you cast a spell from an item you can do so without any components.
V – Verbal: Most spells require the chanting of mystic words. Chanting is by definition a clearly audible sound. A sorcerer with the subtle spell meta-magic, or a level 20 druid with the Archdruid class feature can ignore the verbal component when casting a spell. My house rule is that it must clear and a voice that can be heard from at least 20 feet away in normal circumstances. It cannot be whispered.
S – Somatic: Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. This requires a free hand and will be clearly visible. A sorcerer with the subtle spell meta-magic, or a level 20 druid with the Archdruid class feature can ignore the somatic component when casting a spell. Any spellcaster with the War Caster feat can use hands occupied by a weapon or shield. My house rule is that because of the exaggerated gestures required, you cannot cast a spell that requires a somatic component if your hands bound or tied together.
M – Material: If you have a component pouch or a spellcasting focus (which may be a holy symbol depending on your class), you can ignore all material components which have no indicated costs. The Ranger is notable for not having access to a spellcasting focus, and will always need a component pouch or the specific component. A free hand is needed here. If you cast a spell from a spell scroll you do not have to have the material components. A way of the four elements monk does not have to provide material components for their elemental spells.
My house rules regarding material components:
1) Component pouch or spellcasting focus.
This must be presented boldly.
2) Material component with no cost listed.
These are not needed if you are using a component pouch or spellcasting focus. If you are using the material component then I will assume that you stock up on these during your downtime but only if you are in a location where you would have access to them.
3) Material component with a listed cost.
Your PC must have procured the item and have it listed on his character sheet. If not, you cannot cast the spell. I will make an exception for low cost items (typically less than 100gp value). For these I will assume that your character purchased them during his down time and you can simply deduct its value from your character sheet at the time you cast the spell.
4) Rare or uncommon components.
There may be, from time to time, a spell that requires a rare, uncommon, or even unique component. You must, of course, have that component before you can cast such a spell.
March 31, 2018Posted by on
This is an expansion to a previous post. You may want to first read [D&D 5E – Creating the Party] before trying to make any sense out of this.
If you are using my “Creating the Party” rules to create your party, what if a new player joins the group?
The process will be similar to “Creating the Party” rules, but the other players will suggest his role and relationships.
The new player selects preferred Race and Class. Then all of the existing players have input regarding his role in the group and his relationships with the existing PCs.
First, have each of the existing players describe his character, its role in the group, its relationship with the other characters and its conflicts.
The group decides what role they would like for the new Player Character to assume in the party. If the new player would prefer to take on a different role then it is discussed and a mutually acceptable role will be agreed upon. The new player can change his selection of Race and/or Class at this time if he chooses to. He should also choose his character’s name.
2) PC’s relationships
The DM will ask for one of the existing players to come up with a relationship that his Character has with this new Character. If no one volunteers, the DM will randomly select someone. The group can all chime in with suggestions. It is okay if more than one existing Character has a relationship with this new Character.
If you are using this optional rule then, as with relationships, the DM asks for some player to come up with some trait or something from the new character’s past that his Character is uncomfortable with. Again, if the new player objects then it is discussed among the group until an agreeable conflict is selected. As with relationships – additional conflicts are okay.
4) Roll-up the character
Like everyone else did, using the role, relationships and conflicts as a guide for abilities and background.
If an existing player needs to roll-up a replacement character (if for instance his original character died), use the same process listed above, but allow that player to select a role, a relationship or two, and a conflict or two.
Because the player has been playing with the group, he already knows the relationships and conflicts that exist within the group so he can create a new character that can fit in well. Of course, encourage group discussion of his suggestions and allow the other players to suggest different options.
Refer to [D&D 5E – Creating the Party] for examples of Character Roles, Character Relationships and Objectionable Character Traits or Past actions.
The Player of this new Character can object to any of the other player’s suggestions and make counter suggestions of his own. The DM has final approval. Try to remember that this new Character must be fun for the player to play, if he has strong feelings for or against anything the others may want, you should typically allow his wishes to prevail – within reason.
October 4, 2017Posted by on
Laws of Motion
I see the D&D universe as a pre-Newtonian world. Very much controlled by something similar to Aristotle’s Laws of Motion. At least, that is the way that the most intelligent thinkers of the time believe that it works. All spells that affect the target’s speed or location, such as fly, levitate, teleport, etc. cancel all current forces acting on the target and replaces them with the effects of the spell.
So first I will present the laws of motion as known by most magic users in the D&D universe.
This is how it might be explained to you by the smartest man in the kingdom. [Please understand that the ideas below may represent a view of the world similar to that held in 300 BC, but was later replaced by Isaac Newton’s much more accurate laws of motion.]
The Celestial Sphere
“Objects in the heavens (the celestial sphere) move in circular motion, without any external force compelling them to do so. Objects on Earth (the terrestrial sphere) move in straight lines unless forced to move in a curve.
First, although most commoners think that the Earth is flat, it is indeed spherical. You know. Round like a ball. It only appears to be flat because it is so large. The Earth is in the center of the universe. It is surrounded by the celestial sphere, where lie the sun, the moons, all of the planets and the stars. All of these celestial bodies circle the Earth. The apparent motions of the fixed stars and planets are accounted for by the fact that they are embedded in rotating spheres made of an aetherial, transparent fifth element (quintessence), like jewels set in orbs. The fixed stars do not change their positions relative to one another because they are on the surface of this single starry sphere.
The stars, Sun, Moon, and planets are all made of fire. But whilst the stars are fastened on a revolving crystal sphere like nails or studs, the Sun, Moon, and planets, and also the Earth, all just ride on air like leaves because of their breadth. And whilst the fixed stars are carried around in a complete circle by the stellar sphere, the Sun, Moon, and planets do not revolve under the Earth between setting and rising again like the stars do, but rather on setting they go laterally around the Earth like a cap turning halfway around the head until they rise again.”
The Terrestrial Sphere
“To the motion of non-living things, such as a stone dropped from the hand, is explained by two principles; Natural Motion and Violent Motion.”
“The 4 elements [earth, air, fire and water] tend to seek their natural place in the order of things. So earth moves downwards most strongly, water flows downwards too, but not so strongly, since a stone will fall through water. In contrast, air moves up (bubbles in water), and fire goes upwards most strongly of all since it shoots upward through air. Most materials that you see around you are mixtures of elements. For example, wood has both earth and air in it, since it does not sink in water.
Natural motion causes undisturbed inanimate objects to travel in a straight line either toward the center of the Earth or away from it. Left undisturbed, a pure Earth would consist of an inner ball of earth surrounded by a shell of water over which would be a layer of air and above all would be an outer layer of fire.”
“Things also move because they are pushed. A stone’s natural tendency, if left alone and unsupported, is to fall, but we can lift it, or even throw it through the air. We call such forced motion “violent” motion as opposed to “natural” motion. The term “violent” just means that some external force is applied to it.
Heavier things fall faster, the speed being proportional to the weight. The speed of fall of a given object depends inversely on the density of the medium it is falling through. So, for example, the same body will fall twice as fast through a medium of half the density.
For violent motion, the speed of the moving object is in direct proportion to the applied force. This means that if you stop pushing, the object will soon stop moving.”
How this Effects Magical Spells
So the magic caster thinks that a body in motion only stays in motion as long as the force causing it to move continues to push it. Otherwise, it will eventually slow to a stop. So for teleportation – when the subject of the spell arrives at its new destination all external forces stop acting on it and it arrives at its destination as intended. External forces, in this case, would include what we refer to as inertia.
This also makes answering questions like this much easier:
“What if the PC walks through a teleportation gate and arrives at another location thousands of miles away?” Think of the actual, physical conditions. The Earth is spinning about 24 thousand miles per hour from West to East. Depending on where on Earth the other portal is located, inertia could be a big problem. Not to mention orientation.
Even something a simple as a feather fall ring. “What if the wearer was shot out of a cannon?” At the top of the arc, he would begin to fall. So feather fall kicks in and he begins to fall slowly. If inertia is still in effect he will travel much farther and still hit the ground at the speed that he was shot out of the cannon. This is obviously not the intention of the feather fall spell. If on the other hand, inertia and gravity are no longer pushing on the PC and are replaced by the magical feather fall rules, he floats gently down from the point where he begins to fall.
“If you are flying through space on a sailing ship that has a magical gravity bubble surrounding it, what happens if you fall overboard?” I would say that you fall as if you were on earth until you reached the edge of the gravity bubble and then slowly stop when the force of the magical gravity stops pulling you down.