Character Combat Details

Please use the Information below to help you add the combat details to your character sheet.
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Character Combat Details
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Your Armour Class (how hard/easy you are to hit) starts at 10.
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Hit dice are dice you can use to heal with on a rest, different character types have different Hit dice.
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Weapons, or combat actions often have a bonus modifier (roll a d20 and add this to see if you hit), write the appropriate bonus down next to the action.
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If your action hits, you then roll for damage too, each weapon deals a different amount of damage.
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Everyone (except monks) have an unarmed strike which is written in like this:
Weapon Bonus Range Damage/Type
Unarmed Strike Strength Modifier N/A Strength Modifier
Spellcasting
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If you are a spellcaster, you have a limited amount of spell slots you can use in any one day.
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Cantrips are not counted towards the spell slots.
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Some spells need to be rolled for like an attack, others call for the person impacted to roll a saving throw.
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Druids need to prepare spells to use them. This means that after each day, they can change their spells (not cantrips), should they so wish, this must be done before they set out on their day's adventures (ideally between sessions).
Fighter
Defence Ability: +1 to armour class.
Second Wind bonus action: Twice per day.
Name Bonus Effect
Second Wind N/A Heal 1d10 + Level
Your hit points = 10 + Constitution
Equipment:
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Steel Shield (+2 armour class)
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Chainmail (+6 armour class).
Hit Dice: 1d10 per Fighter level.
Weapon Bonus Range Damage/Type
Longsword Strength N/A 1d8 + Strength
Light Crossbow Dexterity 80ft 1d8 + Dexterity
Ranger
Equipment:
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Leather armour (+ 1 armour class + dexterity Modifier)
Hit Dice: 1d10 per Ranger level.
Your hit points = 10 + Constitution
Dual Wielding:
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As a bonus action you can use a second shortsword in your other hand.
Weapon Bonus Range Damage/Type
Shortsword Strength or Dexterity N/A 1d6 + Strength or Dexterity
Longbow Dexterity 150ft 1d8 + Dexterity
Name Bonus Effect
Shortsword Strength or Dexterity 1d6
Rogue
Sneak Attack Bonus Action: Hide and
then attack for an extra 1d6 damage.
Hit Dice: 1d8 per Rogue level.
Your hit points = 8 + Constitution
Equipment:
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Leather armour (+1 Armour class + Dexterity modifier)
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Thieves tools, crowbar, hooded lantern.
Weapon Bonus Range Damage/Type
Rapier Strength or Dexterity N/A 1d8 + Strength or Dexterity
Shortbow Dexterity 80ft 1d6 + Dexterity
Dagger Dexterity 20ft 1d4 + Dexterity
Name Bonus Effect
Hide N/A Add 1d6 damage if attacking from hiding
Second Dagger Strength or Dexterity 1d4
Monk
Unarmoured defence:
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add your wisdom and dexterity modifiers to your armour class.
Your hit points = 8 + Constitution
Hit Dice: 1d8 per Monk level.
Weapon Bonus Range Damage/Type
Shortsword Strength or Dexterity N/A 1d6 + Strength or Dexterity
Darts Dexterity 20ft 1d4 + Dexterity
Unarmed Strike Strength or Dexterity N/A 1d4 + Dexterity or Strength
Druid
Spellcasting (choose from the spell lists):
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1 cantrip - Your difficulty class is 12, your attack bonus is your wisdom modifier.
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2 spell slots
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4 Spells prepared.
Your hit points = 8 + Constitution
Equipment:
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Wooden Shield (+2 armour class)
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Leather armour (+ 1 armour class + dexterity Modifier).
Hit Dice: 1d8 per Druid level.
Weapon Bonus Range Damage/Type
Magic Quarterstaff Wisdom N/A 1d8 + Wisdom
Wizard
Spellcasting:
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3 cantrips Your difficulty class is 12, your attack bonus is your intelligence modifier.
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2 spell slots
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6 Spells known - uses Spellbook.
Arcane Recovery: recover 1 spell slot per day.
Your hit points = 6 + Constitution
Equipment:
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pen and ink.
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Hit Dice: 1d6 per Wizard Level.
Weapon Bonus Range Damage/Type
Quarterstaff Strength N/A 1d6 + Strength
Cantrips
Name Range Damage/Type
Dancing Lights 120ft Create 4 orbs of light you can move around to light your way - the lights must stay within 20ft of each other.
Druidcraft (Druid's Only) 30ft Predict the weather, make a flower blossom, instant special effect such as wind or leaves falling, light or put out a small fire.
Firebolt 120ft Attack roll + Wisdom (druid) or Intelligence (Wizard) - Hurl a bolt of fire at something or someone for 1d10 fire damage.
Guidance Touch Touch someone to give them +1d4 on an ability check.
Light Touch Make an object glow 20ft of light in any colour.
Mage Hand 30ft A spectral hand does your bidding, like pushing buttons or moving small objects.
Mending Touch Repair small damage to things, like a cracked window or ripped clothes.
Minor Illusion 30ft Create a sound or image of an object.
Ray of Frost 120ft Attack roll + Wisdom (druid) or Intelligence (Wizard) - Icey beam that slows the target if hit, with 1d8 cold damage.
Shocking Grasp Touch Attack roll + Wisdom (druid) or Intelligence (Wizard) - Lightning springs from your hand to whatever you manage to hit, dealing 1d8 lightning damage. If it's metal, or metal armour, you can roll with advantage.
Spells
Name Range Damage/Type
Alarm 30ft Add an alarm to a door, window, or area.
Animal Friendship 30ft Magically make a beast friendly (24 hours).
Charm Person 30ft Magically make a perso friendly (1 hour).
Create/Destroy Water 30ft Magically add or remove water from an open container, make it rain, or remove fog.
Cure Wounds Touch Heal 10 hitpoints.
Disguise Self Self Illusion - Make yourself and your belongings look different, or seem shorter or taller.
Entangle 90ft Make an area (20ft square) harder to pass through, and/or trap someone in vines.
Faerie Fire 60ft Make things and creature glow (20ft cube of light), gives advantage to attacks.
Feather Fall 60ft Slow down things and creatures that are falling.
Healing Word 60ft Call out magical words to heal 6 hitpoints.
Jump Touch Touch a creature to triple it's jump distance.
Shield Self Reaction - When attacked, increase your armour by 5 until your next turn.
Sleep 90ft Roll 5d8, total puts creatures in a 20ft sphere to sleep if it equals more than creatures HP.
Thunderwave 15ft Send out a wave of thundering energy to move creatures and objects away, doing 2d8 thunder damage to each.
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