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RP (non-canon): D&D Cheat Sheets

Gabriel

🎖️ Game Master
Okay, I've got way too many papers to shuffle through and PMs to dig through. From now on this will be the section that we use that pertains to the physical character sheet. This includes leveling up, current health, etc.
 
Re: Character Cheat Sheet

DM Cheat sheet


Talarin, Sorcerer 2: Half-Elf, Male, Medium Size, 18 years old, 5'7", 160lbs, Blue eyes, Red Hair, Tan Skin.
- HP: 1/10
- AC: 13
- Skills: Concentration +6, Knowledge (Arcana) +8, Knowledge (Planar) +5, Profession (Farming) +5, Spellcraft +8
- Weapons: Short Spear (1d20+2, 1d4+2)
- Languages: Common, Draconic, Orc, Abyssal, Elven
- Inventory: Cloak, Small Satchel, Necklace of Eagle Splendor
- Money: 830gp, 22sp
- Spells Known:
- 0-Level: Ray of Frost, Detect Magic, Read Magic, Acid Splash, Daze
- 1-Level: Summon Monster I, Magic Missile
- Spells Per Day: 0-Level 6+0, 1-Level 4+2
- Spells Used Today:


Ghira Manaalin, Wizard 2: Deep Imaskari, Male, Medium Size, 151 years old, 5'11", 155lbs, Grey Eyes, Ebony Hair, Marble-Colored Skin
- HP: 6/6
- AC: 9
- Skills: Concentration +4, Decipher Script +6, Knowledge (Arcana) +11 (8), Knowledge (Nature) +7 (3), Knowledge (Architecture, Dungeoneering, Geography, The Planes) +6, Profession (Herbalist) +6, Spellcraft +8 (3)
- Languages: Common, Raushaum, Elven
- Weapons: Masterwork Staff (1d20-1, 1d6-1/1d6-1)
- Inventory: Backpack, Scholar's Robes, Traveler's Outfit, Component Pouch, Spellbook, Caltrops, Ink, Sealing Wax, Waterskin
- Money: 31sp, 867gp
- Specialty School**: Abjuration
- Forbidden Schools**: Necromancy, Transmutation
- Spells Known:
- 0-level: All Available^
- 1-level: Shield^, Unseen Servant, Summon Monster I, Obscuring Mist, Comprehend Languages, Identify, Magic Missile, Detect Secret Door, Mage Armor.
- 3-level: Dispel Magic^
- Spells Per Day: 0-level 3+0, 1-level 2+1
- Default Prepared Spells:
- 0-level: Detect Magic, Prestidigitation, Read Magic
- 1-level: Comprehend Languages, Identify
- 4-level: Quickened Magic Missile


Aurelus, Fighter 2: Male, Human, Medium Size, 6'11", 200lbs, Hazel Eyes, Light Brown Hair, Light Skin
- HP: 12/12
- AC: 16
- Skills: Climb +5, Jump +7, Search +2, Swim +7
- Weapons: Dagger (1d20+4, 1d4+3, 19-20), Sling (1d20+2, 1d4+3, 50ft), Throwing Axe (1d20+2, 1d6+1, 10ft), Longsword (1d20+4, 1d8+3, 19-20)
- Languages: Common
- Inventory: Backpack, Bedroll, Caltrops, 10ft Chain, Fishing Net, Flint and Steel, Grappling Hook, Rations, Torches, Waterskins
- Money: 10gp


Gix, Rogue 2: Male, Half-Dragon, Small Size, 2'9", 40lbs, White Eyes, No Hair, Clear Scales.
- HP: 0/18
- AC: 24
- Skills: Appraise +10, Craft (???) +12, Decipher Script +10, Disable Device +12, Gather Information +10, Jump +15, Knowledge (Local) +10, Listen +9, Move Silently +10, Open Lock +10, Profession (Miner) +11, Search +12, Sense Motive +9, Spot +9
- Weapons: Rapier (1d20+6, 1d4+5, 18-20), Composite Shortbow (1d20+6, 1d4, x3, 70ft), Claws (1d20+6, 1d3+2, x2), Bite (1d20+6, 1d4+5, x2).
- Languages: Common, Draconic, Undercommon, Celestial, Infernal, Abyssal, Sylvan
Inventory: Backpack, Explorer's Outfit, Shiftweave, Bedroll, Waterskin, Sundark Goggles, Quill and Ink, Magnifying Glass, Masterwork Thieves Tools.
Money: 0gp

**In addition to the base number of spells per day, a wizard may prepare and cast 1 spell of each level within the given specialty school. However, having a specialty school depletes the wizard's knowledge in two other schools and is therefor unable to use spells of the forbidden schools.

^This symbol indicates a spell of the abjuration school of magic.
 
Useful information on spell casters:

Cleric: A Cleric has the ability to use any spell within her given level. She prepares and uses spells through prayer. Just like other spell caster classes, a cleric is restricted to a certain number of spells per day. For her given domain, a cleric gets one additional spell per day that can't be changed and doesn't require preparation or prayer to use. In addition to the spells that a cleric gains from her chosen domains, a cleric also gets one "Granted Power" for each of the domains. All good clerics have the ability to replace a prepared spell with a "Cure" spell (Any spell with "Cure" in the name) at any point with no penalties.

Sorcerer: A Sorcerer knows a certain number of spells by memory and is limited to using only those spells. Every morning a sorcerer must take 15 minutes of intense concentration to mentally prepare him for casting spells, although the spells for that day do not have to pre-selected at that time, the sorcerer simply selects them as he needs them. Like others, a sorcerer can only cast a certain number of spells per day. Sorcerers may also have familiars.

Wizard: A wizard uses spells by preparing them from a spellbook. Each day a wizard must study his spellbook for an hour in order to prepare spells that day. A wizard also can use an additional spell per day of a given school if the wizard has chosen to specialize in that school. All wizards have the "read magic" spell memorized and may decide to replace a prepared spell with it at any point with no penalties. Wizards may also have familiars.

Spellbooks: A spell book is used to hold arcane spells for spellcasters. A spell takes up 1 page/level and has a total of 100 pages. A wizard starts with a set number of spells in the spellbook and gains and additional 2 spells per level from research done between adventures. Wizards can use borrowed spellbooks from other wizards, but there will be a significantly reduced chance of being able to successfully use any spells that wizard didn't already know. A wizard can copy spells from another spellbook with a successful "spellcraft" check. However, if this check fails, the wizard is not allowed to attempt to copy this spell again until he gains another rank in "spellcraft". Copying a spell takes 24 hours, regardless of the spells level, and the costs of writing the spell are 100gp per page. Spellbooks can be sold for 50gp per page used.
 
Current Treasure and Loot:
* Gold and Ruby Ring
* Silver ewer
* 110 silver pieces
* Three obsidians

Current Experience Gain:
* 90 xp
* 400 xp
* 125 xp
* 600 xp
* 200 xp
* 150 xp
 
RPG-D RPGfix
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