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RPG Character Sheet Template

This document appears to be character sheet for a role-playing game. It includes information such as the character's name, level, stats, hit points, equipment, inventory, spells, and other abilities. There are also descriptions of game mechanics like combat, classes, magic types, status effects, and more. The character sheet collects all relevant stats and details needed to represent a player character in this RPG system.

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abramlumbao50
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0% found this document useful (0 votes)
86 views9 pages

RPG Character Sheet Template

This document appears to be character sheet for a role-playing game. It includes information such as the character's name, level, stats, hit points, equipment, inventory, spells, and other abilities. There are also descriptions of game mechanics like combat, classes, magic types, status effects, and more. The character sheet collects all relevant stats and details needed to represent a player character in this RPG system.

Uploaded by

abramlumbao50
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

NAME: LEVEL: EXP:

RACE: CLASS: (mod)


(mod)
MAX HP: CURRENT HP: TEMPORARY HP:
MAX HIT DICE DEATH SAVES: (check: d20, if n≥10 then success)
HIT DICE: (lvl) LEFT: SUCCESS: ___ ___ ___ FAILURES: ___ ___
___
STR: DEX: TALENT: CD: ___
(base & mod) (base & mod) (trigger, effect)
END: INT:
(base & mod) (base & mod)
PER: CHA: STATUS EFFECTS:
(base & mod) (base & mod)
AGI: LUK:
(base & mod) (base & mod)
SACRED ART: (name) CHARGE: ___ ___ ___ COST:
(details)

 Stat pool: 36 points (leveling stats up 13+ requires spending 2 points from your stat pool)
 Death saves: Rolling a 1 results in 2 failures, rolling a 20 results in instant success

Score-Modifier chart:

1 = -5 8-9 = -1 16-17 = +3 24-25 = +7


2-3 = -4 10-11 = 0 18-19 = +4 26-27 = +8
4-5 = -3 12-13 = +1 20-21 = +5 28-29 = +9
6-7 = -2 14-15 = +2 22-23 = +6 30 = +10
Level requirements: (+2 stats per level)

1 (base) 5 = 1800 9 = 25,000 13 = 20,000 17 = 30,000


2 = 300 6 = 3,800 10 = 16,000 14 = 20,000 18 = 40,000
3 = 300 7 = 7,500 11 = 21,000 15 = 25,000 19 = 40,000
4 = 300 8 = 9,000 12 = 15,000 16 = 30,000 20 = 50,000
PASSIVES: (slots: 31/412/520)
(1-slot: stats, elemental affinity, resistance, immunity, movement, minor action, status effects)
(2-slot: major actions, rerolls)

MAX MP: MP LEFT: SPELL SLOTS: (91/112/133/154/175)


SPELLS:
Fireball (AoE) (cost: __) (slots: _3_ ) Cooldown:
_2_
- Deals Fire DMG to Targets

*spell, st/aoe, details (effect & elemental dmg type), cost, cooldown, slots

ARMOR: _____________ Gemstone – (effects)


(enchantments)

WEAPON:
(enchantments)
INVENTORY: (max slots: _10_)
 5 Small Items take up 1 Slot
 3 Potions take up 1 Slot
 Bulky Items take up 4 Slots

Classes:

1. Fighters:
a. Warrior (HP: d8, MP: d8): +11/210/320 STR mod, +11/210/320 DEX mod
b. Guardian (HP: d12, MP: d8): +21/36/411/516/620 END mod
c. Monk (HP: d10, MP: d6): +11/26/316/420 STR mod, +11/211 AGI mod
2. Mages:
a. Wizard/Sorcerer (HP: d6, MP: d12): +21/36/411/516/620 INT mod
b. Druid (HP: d8, MP: d10): +11/210/320 INT mod, +11/210/320 PER mod
c. Warlock (HP: d10, MP: d8): +11/210/320 STR mod, +11/210/320 INT mod
3. Specialists:
a. Rogue (HP: d8, MP: d8): +11/26/316/420 DEX mod, +11/211 AGI mod
b. Cleric (HP: d8, MP: d8): +11/26/316/420 STR mod, +11/211 CHA mod
c. Bard (HP: d8, MP: d10): +21/36/411/516/620 CHA mod

Spell types:

1. Enhancement (physical buff/debuff, infusion)


2. Emission (magic)

a. Destructive (status effect) b. Supportive (defensive & healing)


3. Deception (illusions)
4. Manipulation

a. Physical b. Elemental
5. Conjuration (summons/creation)
6. Transmutation (property manipulation/shapeshift)
7. Necromancy

a. Life (HP) manipulation b. Soul/Undead manipulation


8. Search – To locate an object, or read others (thoughts, feelings, truthfulness)
9. Mental – Manipulation of the mind and/or memories
10. Stealth – To approach others without being noticed, track others movements, or steal
11. Oracle (prediction)

Mana-Shield Gemstones:

Amber Gem: +1 END mod Jade Gem: Half Ice DMG


Palladium Gem: +2 END mod Emerald Gem: Half Nature DMG
Agate Gem: Half Fire DMG Topaz Gem: Half Earth DMG
Lazuli Gem: Half Water DMG Diamond Gem: -4 Magic DMG
Turquoise Gem: Half Wind DMG Netherium Gem: +3 END mod
Amethyst Gem: Half Lightning DMG Orichalcum Gem: +5 END mod

Weapons:
Sword (STR) Warhammer (STR/reach)
Rapier (finesse) Staff (STR/reach)
Broadsword (STR/reach) Tome/Grimoire (effects are based)
Bow/Crossbow (DEX/snipe) Orb (INT/reach)
Guns (DEX/loud/ranged) Daggers (finesse)
Cannon (DEX/loud/snipe) Fist/Gauntlets (STR)
Polearm (finesse/reach) Katana (finesse)
Chain-Sickle (DEX/reach) Club (STR)
Scythe (STR/reach) Mace/Flail (STR)
Whip (DEX/reach) Battle Axe (STR)
Hand Axes (STR) Shield (STR/END) (END x1.5)
 “Finesse” – Can Use either STR or DEX
 “Reach” – Can Target 2-3 Tiles Away
 “Ranged” – Can Target 5 Tiles Away
 “Snipe” – Can Target 10 Tiles Away
 Any Attacks done over the Weapon’s Range Adds a -1 to the Attack Checks
 Range of Thrown Objects is Based on the Thrower’s STR mod

Enchantments: (only 1 per equipment)


1. EXP up (armor): 1.5% EXP gain
2. Protection (armor): +2 END
3. Absorption (Ailment/Condition) (armor): -1 reroll for Debuff: Ailments/Conditions
4. Reflect (armor): Deal DMG to attacking enemy equal to 12.5% ( 1/8 ) of the DMG you
took
5. Battle ready (armor): Negate any DMG (1 time, at start of battle)
6. Conversion (armor): -3 HP & +3 MP per turn
7. First hit (weapon): Do a Major action at the start of battle
8. Sharpness (weapon): Allow for 1 reroll for Ailment: Bleed
9. Power (weapon): +2 DMG (STR/DEX/WIS mod)
10. Luck (weapon): Allow for 1 reroll for failed Hit checks, except for Status effects
(physical)
11. Vampirism (weapon): Heal +1 HP to self when attacking (physical)
12. Multi-hit (weapon): Same damage but multiple hits (physical) (check: d6/2, round up)

Combat:
1. Upkeep (status effects)
2. Movement (AGI mod/2) (small actions)
3. Minor action (enhancement spells, small actions, SA charge)
4. Major action (attacks)
a. Attack Roll (success if: Enemy AGI/2 < d20 + Self STR/DEX/INT mod)
- Inflicting Conditions {[Bleed] or [Burn]}: Success If d20 >= 11
b. DMG check (d6 + Self STR/DEX/WIS mod + Class Bonus – Enemy END mod)
5. Movement (AGI mod/2) (small actions)
 Dodge checks: Both will roll a d20 + AGI/LUK mod; If Enemy is Higher, Attack hits

Elements:
Bleed (stackable)
Physical
- Deals 1 DMG (1 time)
Burn
Fire
- Deals 1 DMG per turn (3 turns)
Attacks Apply [Wet] Status (1 turn)
Water
- Can Remove [Burn] Status
Gust {reacts with [Burn]}
Wind
- Attack does x1.5 DMG & Removes [Burn]
Shocked {reacts with [Wet]}
Lightning
- Decreases END & AGI mod by x0.5 (1 time)
Frozen (1 turn) {reacts with [Wet]}
Ice
- Inflict [Frozen] (skip turn)
Spread {reacts with [Burn]} - Refreshes the Duration of [Burn]
Nature
- If AoE, Attack does an Additional +1 DMG
Null
Earth
- Can Block All Elements
Healing
Light
Anti-Demon
Dark Death
Status effects: (ST/AoE)
1. Buffs: (enhancement)
a. Stat buff:

- ATK (STR/DEX/WIS mod) - DEF (END mod) - AGI Buff


b. Others:
i. Max HP Up (3 turns)
ii. Guts (revive from Fatal DMG)
iii. Debuff Up (1 turn): +2 during Attack Checks (buff/debuff)
iv. Debuff Resist (1 turn): -2 during Attack Checks
v. Debuff Immunity (2 times, 3 turns)
vi. Death Resist
vii. Death Immunty
viii. Buff Removal Resistance (1 time)
ix. Pierce - Ignores DEF Stat buff (includes Buffs & Armor)
x. Invulnerability - Cannot be damaged
xi. Taunt (buff/debuff)
xii. Shatter - Ignore Invulnerability
xiii. Untouchable (1 time) - Cannot be damaged
2. Debuffs:
a. Conditions (physical) – Cannot be dispelled
i. [Blindness]: Lasts for 1 time
ii. [Chilled] – Halves the AGI of Affected Target
iii. [Poisoned] (curable) (unremovable): -1 HP per turn
iv. [Corrosion] (curable) (unremovable): Apply Permanent [Burn] status
v. [Cursed] (curable) (unremovable): -1 HP & -1 MP per turn
vi. [Restrained]: Cannot move from position (1 time)
vii. [Sleep]: Immobile, unless attacked (1 turn)
viii. [Stun]: Immobile (1 turn)
ix. [Terror]: Chance to Apply [Stun] (check: d6>4)
b. Ailments (spells) – Can be dispelled (minor)
i. Stat Debuff:

- ATK (STR/DEX/INT mod) - DEF (END mod) - AGI Debuff


ii. Others
a. Max HP Down (3 turns)
b. Buff Interruption (1 time) – Prevents all the Buffs of a Spell
c. Sensory Block – Unable to Use 1 or More of the Senses
d. Silenced – Unable to Use Spells or Sacred Art
e. Charm/Hex – Target is Controlled
Special Items & Potions:
1. Healing Potion:
- Lesser: +3 HP - Greater: +10 HP - Fully Heal HP

2. Mana Potions:
- Lesser: +15 MP - Greater: Replenish Half - Fully Replenish MP

3. Strengthening Potion: (duration: whole fight)


- +1/3/5 STR/DEX/INT mod - +1/3/5 END mod

4. Haste Potion: +1/3/5 AGI (duration: whole fight)


5. Cures: (removes all)
- [Burn] & [Shock] - Stat Debuffs - Poison/Corrosion/Curse

6. Lucky Clover (1 time): Add Your LUK mod to All Checks


7. Life Stone: Revive from Fatal DMG (1 time)
8. Phoenix Tears: Revive ally with 1 HP (recent death)
9. Return bead: Return to altar
10. Flash Bomb (AoE): Inflict [Blindness] to Targets
11. Elemental Bombs: (AoE)
a. Fire Bomb: Deal -3 Fire DMG & Inflict [Burn] to All Hit
b. Water Bomb: Deal -3 Water DMG & Apply [Wet] to All Hit
c. Wind Bomb: Deal -3 Wind DMG
d. Lightning Bomb: Deal -3 Lightning DMG
e. Ice Bomb: Deal -3 Ice DMG & Apply [Chilled] to All Hit
f. Nature Bomb: Deal -1 Nature DMG & Apply [Restrained] to All Hit
g. Earth Bomb: Deal -3 Earth DMG

Taming:

Small Pets – check: d6e Huge Pets – check: 2d6e

- Stats are Half of Owner’s - Able to do Small Actions - Able to Join in Combat

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