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 short 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. If you are proficient with a weapon you also add your proficiency bonus to this.
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When a Weapon has a range, i.e 10ft/30ft, the first is it's ideal range for accuracy, the second is long range and can be used, but you roll with disadvantage (roll twice, take the lowest roll).
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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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Small characters cannot use heavy weapons as effectively and roll their attacks with disadvantage (e.g. longbow, greatsword, great axe).
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Everyone (except monks) have a basic 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 target to roll a saving throw.
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Druids need to prepare spells to use them. This means that after each long rest, 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).
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Spell lists linked are external links - if you need assistance adding these into your spell sheet once you have chosen them, drop me an email or social media message - I'm happy to help.
Fighter
Second Wind bonus action: Twice per day (you may have already added this from session 1 - it's written like this:
Name Bonus Effect
Second Wind N/A Heal 1d10 + Level
Your hit points = 10 + Constitution
Hit Dice: 1d10 per Fighter level.
Equipment proficiencies: shield, all armour, all weapons.
Equipment: Backpack, bedroll, mess kit, tinderbox, 10 rations, 10 torches, waterskin, 50ft hempen rope.
AND Option A OR B below:
A) Shield, Chainmail, 20 crossbow bolts
Weapon Bonus Range Damage/Type Other
Longsword Strength N/A 1d8 + Strength Versatile
Light Crossbow Dexterity 80ft/320ft 1d8 + Dexterity 2 Handed
B) Leather Armour, 20 Arrows, Quiver
Weapon Bonus Range Damage/Type Other
Longbow Dexterity 150ft/600ft 1d8 + Dexterity 2 Handed
Shortsword x2 Strength OR Dexterity N/A 1d6 + STR or DEX Light/Finesse
Handaxe x2 Strength OR Dexterity 20ft/60ft 1d6 + STR or DEX Light/Finesse
Fighting Style, choose 1 (mark in feats, and add any bonuses where needed):
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Archery - +2 to hit on ranged attacks.
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Defense - +1 AC
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Protection – use shield to force disadvantage to an attack against a target next to you.
Wizard
Spellcasting: You keep a record of your spells in your spellbook, and add to it as often as you can when you research or find a spell. Intelligence is your spellcasting ability.
You know 3 cantrips which you can use at will, and you start with 2 1st level spell slots that recover after a long rest.
Your spellbook starts with 6 1st level spells, and you can prepare INT + 'Wizard level' spells per day, find these on the cantrip and first level sections of the Wizard's spell list.
Your hit points = 6 + Constitution
Hit Dice: 1d6 per Wizard level.
Equipment proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows.
Equipment: Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife, and spellbook.
AND Option A OR B below:
A)
Weapon Bonus Range Damage/Type Other
Arcane Quarterstaff Strength N/A 1d6 + STR Versatile
B) Components Pouch
Weapon Bonus Range Damage/Type Other
Dagger Strength OR Dexterity 20ft/60ft 1d6 + STR or DEX Light/Finesse
Arcane Recovery: You can regain some magical ability during a short rest, recharging spell slots equal to half your wizard level rounded up. For example at level 3 you can recharge 2 levels worth of spell slot, be that either 2 1st level slots or 1 2nd level slot.
Rogue
Sneak attack: Add 1d6 damage to attack in criteria met. Attacking with ranged or finesse weapon. Must have either advantage on attack roll or an ally next to the target.
Your hit points = 8 + Constitution
Hit Dice: 1d8 per Rogue level.
Equipment proficiencies: light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords.
Equipment: Leather armour, 2 daggers, thieves tools, backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, waterskin, & 50ft hempen rope.
AND Option A OR B below:
A) Quiver, 20 Arrows
Weapon Bonus Range Damage/Type Other
Rapier Dexterity OR Strength N/A 1d8 + STR or DEX Light/Finesse
Shortbow Dexterity 80ft/320ft 1d6 + Dexterity 2 Handed
B)
Weapon Bonus Range Damage/Type Other
Shortsword x2 Strength OR Dexterity N/A 1d6 + STR or DEX Light/Finesse
Bard
Spellcasting: You've learned to weave the arcane into your music, your spells are a part of your collection of songs. Charisma is your spellcasting ability.
You know two cantrips and four first level spells which can be found on the Bard Spell List.
You have 2 1st level spell slots, which are recovered after a long rest. Musical instruments are your spellcasting focus.
Your hit points = 8 + Constitution
Hit Dice: 1d8 per Bard level.
Equipment proficiencies: light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords.
Equipment: backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, a disguise kit, a lute, leather armour, and a dagger.
AND Option A OR B below:
A)
Weapon Bonus Range Damage/Type Other
Rapier Dexterity OR Strength N/A 1d8 + STR or DEX Light/Finesse
B)
Weapon Bonus Range Damage/Type Other
Longsword Strength N/A 1d8 + Strength Versatile
Bardic Inspiration: You can inspire someone else to great feats, as a bonus action you give 1d6 inspiration to a creature within 60ft that can hear you. Once within the next 10 minutes, they can add that inspiration to 1 ability check, attack roll, or saving throw – this can be done after the roll, but before the action is resolved. You can use this ability a number of times equal to your CHA mod, regaining uses after a long rest.
Druid
Spellcasting: You are connected to nature in such a way that it's magic flows through you. Wisdom is your spellcasting ability for your spells. A druidic focus is your spellcasting medium. You know 2 cantrips, and have 2 first level spell slots which you regain after a long rest.
After each long rest, you can prepare a number of spell equal to your Wisdom modifier + your druid level. Choose these from the Druid Spell list (Keep in mind which level spell slots you have, don't prepare spells you can't use).
Your hit points = 8 + Constitution
Hit Dice: 1d8 per Druid level.
Equipment proficiencies: light armour, medium armour, shields (druids won't wear metal however), clubs daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, and herbalism tools.
Equipment: leather armour, druidic focus (your spell focus such as wand, staff, sprig of mistletoe, or something else naturey), backpack, bedroll, messkit, tinderbox, 10 rations, 10 torches, waterskin, 50ft hempen rope.
AND Option A OR B below:
A) Wooden Shield
Weapon Bonus Range Damage/Type Other
Scimitar Strength or Dexterity N/A 1d6 + STR or DEX Light/Finesse
B)
Weapon Bonus Range Damage/Type Other
Quarterstaff Strength N/A 1d6 + STR Versatile
Sling Dexterity 30ft/120ft 1d4 + DEX
Monk
Martial Arts: whilst unarmoured and unarmed or wielding a monk weapon (simple or shortsword):
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Can use DEX instead of STR for attacks including unarmed strike.
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Monk weapons and unarmed strikes roll 1d4 minimum.
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When attacking with monk weapon or unarmed, can make an extra unarmed strike as a bonus action.
Your hit points = 8 + Constitution
Hit Dice: 1d8 per Monk level.
Equipment proficiencies: simple weapons, shortswords.
Unarmoured defense: your armour class when not wearing armour or wielding a shield is 10+DEX+WIS
Equipment: backpack, bedroll, messkit, tinderbox, 10 rations, 10 torches, waterskin, 50ft hempen rope. 10 darts.
AND Option A OR B below:
A)
Weapon Bonus Range Damage/Type Other
Quarterstaff Strength N/A 1d6 + STR Versatile
B)
Weapon Bonus Range Damage/Type Other
Shortsword Strength OR Dexterity N/A 1d6 + STR or DEX Light/Finesse
Ranger
Favoured Enemy: Better at tracking and hunting a certain type of enemy, giving advantage to survival check when tracking or recalling information on them. You also Learn 1 additional language in relation to your choice.
Choose 1:
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Beasts
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Giants
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Humanoids, (choose 2 from: humans, goblinoids, orcs, gnolls, or halflings, elves, or drow.)
Your hit points = 8 + Constitution
Hit Dice: 1d8 per Ranger level.
Equipment proficiencies: light armour, medium armour, shields, all weapons
Equipment: backpack, bedroll, messkit, tinderbox, 10 rations, 10 torches, waterskin, 50ft hempen rope, 20 arows, quiver,
AND Option A OR B below:
Weapon Bonus Range Damage/Type Other
Longbow Dexterity 150ft/600ft 1d8 + Dexterity 2 Handed
Shortsword x2 Strength OR Dexterity N/A 1d6 + STR or DEX Light/Finesse
A) Scale Mail
B) Leather Armour
Natural Explorer: More familiar with a certain type of biome. Whilst travelling in this biome you have the following benefits for you and your party:
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Difficult terrain doesn't slow your group.
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Can't become lost, except by magical means.
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Even when engaged in travel activities, such as reading, foraging etc, you are alert to danger.
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If alone, you can travel stealthily at normal pace.
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When foraging, you find twice as much.
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Whilst tracking, you learn numbers, sizes, and how long ago the target passes through.
Choose 1 Biome: Desert, Forest, Coast, Mountain, Grassland, or Swamp.
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