Dungeon Crawl Classics Character Record Sheet

Player Name
 

Character Name

Race

Current action die

Sheet last updated
31 January 2024

0-level 0-level (Multi) 1+ level NPC/Monster Options
1+-level Character Sheet

The main player character sheet.

Character Information

Class
Occupation
Title
Alignment
Level
XP
Armor Class
Hit Points
Max HP
Hit Point Die

Combat Basics

Initiative

Bonus

Total
 
Action Dice
 
Attack Bonus
 
Crit Die
Crit Table
 
Fumble Die

Core Stats

 
Current Score
Max Score
Mod
Adv.
Trained
Untrained
Strength
Reminders:
Agility
Reminders:
Stamina
Reminders:
Personality
Reminders:
Intelligence
Reminders:
Luck
Reminders:
 
Fleeting Luck
 
 
Personality Test
Luck Check
 

Saving Throws

 
Base
Save Bonus
Birth Augur
Mod
Total Bonus
Adv.
Reflex
Reminders:
Fortitude
Reminders:
Will
Reminders:
 

Movement

 
 

Base Speed
 
 

Walk

Run

Fly

Climb

Swim

Burrow

Languages - Starting Luck - Birth Augur

Known Languages
 
Starting Luck
 
Lucky Roll Bonus
 
Birth Augur
 
Lucky Roll
 
01 Harsh winter (All attack rolls)
16 Survived the plague (Magical healing)
02 The bull (Melee attack rolls)
17 Lucky sign (Saving throws)
03 Fortunate date (Missile fire attack rolls)
⚠️
18 Guardian angel (Saving throws to escape traps)
⚠️
04 Raised by wolves (Unarmed attack rolls)
⚠️
19 Survived a spider bite (Saving throws against poison)
⚠️
05 Conceived on horseback (Mounted attack rolls)
20 Struck by lightning (Reflex saving throws)
06 Born on the battlefield (Damage rolls)
21 Lived through famine (Fortitude saving throws)
07 Path of the bear (Melee damage rolls)
22 Resisted temptation (Willpower saving throws)
08 Hawkeye (Missile fire damage rolls)
23 Charmed house (Armor Class)
ℹ️
09 Pack hunter (Attack/damage for 0-level starting weapon)
24 Speed of the cobra (Initiative)
10 Born under the loom (Skill checks (including thief skills))
25 Bountiful harvest (Hit points (applies at each level))
11 Fox's cunning (Find/disable traps)
26 Warrior's arm (Critical hit tables)
12 Four-leafed clover (Find secret doors)
27 Unholy house (Corruption rolls)
13 Seventh son (Spell checks)
28 The broken star (Fumbles)
⚠️
14 The raging storm (Spell damage)
⚠️
29 Birdsong (Number of languages)
15 Righteous heart (Turn unholy checks)
30 Wild child (Speed (each +1/-1 = +5'/-5' speed))

Appearance and Vision


Gender

Age

Height

Weight

Eyes

Hair

Size

Vision

Equipment Proficiencies

Armor Proficiencies
Weapon Proficiencies
Tool Proficiencies

Any other notes

Ability Selection

You may pick and choose abilities from the various classes below. Selecting the class itself enables all abilities associated with that class. This is a new experimental feature, and not all combinations of abilities may work. Please reach out if you find an issue or have feedback!

Core
Supplemental
Crawl
Umerica

Class Abilities

Secret Doors

Misc Bonus

Total Bonus
 
Deity
 
Disapproval
 
Turn Unholy
Misc Bonus
Total Bonus
Divine Aid
Misc Bonus
Total Bonus
Lay On Hands
Misc Bonus
Total Bonus
 
Lay on Hands Results Table
Spell Check Same Alignment Adjacent Alignment Opposed Alignment
1-11 Failure Failure Failure
12-13 2 dice 1 die 1 die
14-19 3 dice 2 dice 1 die
20-21 4 dice 3 dice 2 dice
22+ 5 dice 4 dice 3 dice
 
PCs of Same Alignment
PCs of Adjacent Alignment
PCs of Opposed Alignment
Shield bash (d14)

Attack Bonus

Total Bonus

Damage Bonus

Total Bonus
 
Heightened Senses

Misc Bonus

Total Bonus
 
Lucky Spell (1st level)
 
Stealth Bonus
 
Halfling Sneak

Misc Bonus
Total Bonus
 
Halfling Hide

Misc Bonus
Total Bonus
 
 
Path :
 
Luck Die :
 
Backstab :

Misc Bonus
Total Bonus
(Added to Attack Roll when backstab used - check button on weapon table)
 
Cast Spell from Scroll :

Misc Bonus
Total Bonus
 
 
Sneak silently :

Misc Bonus
Total Bonus
 
Hide in Shadows :

Misc Bonus
Total Bonus
 
Pick Pockets :

Misc Bonus
Total Bonus
 
Climb Sheer Surfaces :

Misc Bonus
Total Bonus
 
Pick Lock :

Misc Bonus
Total Bonus
 
Find Trap :

Misc Bonus
Total Bonus
 
Disable Trap :

Misc Bonus
Total Bonus
 
Forge Document :

Misc Bonus
Total Bonus
 
Disguise Self :

Misc Bonus
Total Bonus
 
Read Languages :

Misc Bonus
Total Bonus
 
Handle Poison :

Misc Bonus
Total Bonus
 
Sneak silently :

Misc Bonus
Success %
 
Hide in Shadows :

Misc Bonus
Success %
 
Pick Pockets :

Misc Bonus
Success %
 
Climb Sheer Surfaces :

Misc Bonus
Success %
 
Pick Lock :

Misc Bonus
Success %
 
Find Trap :

Misc Bonus
Success %
 
Disable Trap :

Misc Bonus
Success %
 
Forge Document :

Misc Bonus
Success %
 
Disguise Self :

Misc Bonus
Success %
 
Read Languages :

Misc Bonus
Success %
 
Handle Poison :

Misc Bonus
Success %
 
Mighty Deeds of Arms
 
Lucky Weapon
 
Class level to Initiative
 
Momentum
 
Familiar
Spell Check
 
Name
 
Type
 
Physical Look
 
Personality
 
Benefit(s)
 
Patron(s)
Name(s)
 
Taint
Notes
 
Spell Corruption
 
Spells heard of

When eligible to learn a new spell, wizards and elves know 1-3 that they can learn.

To learn a new spell, it takes 1 week of uninterrupted study per spell level, with a check made at the end. The DC of the check is 10 + spell level. The check is made with d20 + level () + intelligence modifier ().

Force of Will
 
Find Outdoor Traps

Misc Bonus
Total Bonus
 
Detect Foes (Outdoors)

Misc Bonus
Total Bonus
 
Track (Outdoors)

Misc Bonus
Total Bonus
 
Starting Luck Bonus :
Bardic Talent Checks
OR
Lore Checks
 
Talent Die
 
Call to Arms

Misc Bonus

Total Bonus
Challenge

Misc Bonus

Total Bonus
Calm

Misc Bonus

Total Bonus
Lore

Misc Bonus

Total Bonus
 
Mighty Deeds of Arms
 
Lucky Skill (1st level)
Trick Die
 
Magic Resistance

% Bonus
 
Animal Trick
 
Gem Affinity

% Bonus
 
Stealth Bonus

Bonus
 
Halfling Sneak

Misc Bonus
Total Bonus
 
Halfling Hide

Misc Bonus
Total Bonus
 
Smite
 
Fallen Points
 
Instill Bravery

Misc Bonus

Total Bonus
Cause Fear

Misc Bonus

Total Bonus
Lay On Hands

Misc Bonus

Total Bonus
 
Holy Deed Results Table
Roll Lay on Hands
Same / Adjacent / Opposed
Instill Bravery Cause Fear
1-11 Failure Failure Failure
12-13 1 dice / None / None +1 bonus/ one target One target
14-19 2 dice / 1 dice / None +2 bonus/1d3 targets 1d3 targets
20-21 3 dice / 2 dice / 1 dice +3 bonus/1d4 targets 1d5 targets
22-24 4 dice / 3 dice / 2 dice +4 bonus/1d6 targets 1d7 targets
25+ 4 dice / 3 dice / 2 dice +5 bonus/1d7 targets 1d8 targets
 
PCs of Same Alignment
PCs of Adjacent Alignment
PCs of Opposed Alignment
 
Ranger Path
 
Favored Enemy

1st Level

3rd Level

6th Level

9th Level
 
Mighty Deeds of Arms
 
Climb (Wilderness)

Misc Bonus
Total Bonus
 
Find Natural Traps

Misc Bonus
Total Bonus
 
Build Natural Traps

Misc Bonus
Total Bonus
 
Disable Natural Traps

Misc Bonus
Total Bonus
 
Sneak (Wilderness)

Misc Bonus
Total Bonus
 
Hide (Wilderness)

Misc Bonus
Total Bonus
 
Strider (Wilderness)

Misc Bonus
Total Bonus
 
Survival (Wilderness)

Misc Bonus
Total Bonus
 
Jury Rig Die
 
Artificial Body Parts

Meat Damage

Non-Meat Damage
 
Cyber Upgrade

1st Level

4th Level

7th Level

10th Level
 
Self Repair

Misc Bonus

Total Bonus
 
Repair Tech

Misc Bonus

Total Bonus
 
Find Salvage

Misc Bonus

Total Bonus
 
Survival
Add your Survival Die to all non-combat tasks related to surviving in the wilds and wastes such as finding safe food, finding clean water, avoiding environmental hazards, identifying dangerous creatures, navigation through the wastes, etc.. In addition, the mutant can add their Survival Die to all Saves involving toxins, radiation, and environmental effects.
 
Character Mutations
Base Mutation
Mutation Type
Sub-Mutation
Sub-Mutation's Features
Show : Ability 1 Ability 2 | Ability 3 | Ability 4
Ability/Disablity Name
Ability/Disability Description
 
Ability/Disablity Name
Ability/Disability Description
 
Ability/Disablity Name
Ability/Disability Description
 
Ability/Disablity Name
Ability/Disability Description
 
Ace Die
 
Mojo Die
 
Weapon Tinkering

Misc Bonus
Total Bonus
 
Bot Repair

Misc Bonus
Total Bonus
 
Computer Use

Misc Bonus
Total Bonus
 
Vehicle Repair

Misc Bonus
Total Bonus
 
General Tech

Misc Bonus
Total Bonus
 
Use Alien Tech

Misc Bonus
Total Bonus
 

Class Info

Other Notes

Cleric

  • Hit Points: 1d8 per level
  • Weapons: Those allowed by chosen god
  • Armor: Any
  • Alignment: Same as chosen god
  • Movement: 30 feet
 
Gods of the Eternal Struggle
Alignment of Deity Weapons Useable by Cleric Unholy Creatures to Deity
Law Club, mace, sling, staff, warhammer Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
Neutral Dagger, mace, sling, staff, sword (any) Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
Chaos Axe (any), bow (any), dagger, dart, flail Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)

Dwarf

  • Hit Points:1d10 per level
  • Weapons: Battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer, crossbow, javelin, shortbow, and sling
  • Armor: Any
  • Alignment: Law (common), Neutral (uncommon), Chaos (rare)
  • Languages: Knows Common, Dwarven, & one other language. Also knows one additional language for every point of Int modifier
  • Infravision: 60 feet
  • Movement: 20 feet
  • Underground Skills
    • Smell Gold/Gems
      • Strong concentration within 100'
      • Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
    • Find Construction: Bonus equal to Class Level

Elf

  • Hit Points: 1d6 per level
  • Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
  • Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
  • Alignment: Law (rare), Neutral (common), Chaos (common)
  • Languages: Knows Common, Elvish, & one other language. Also knows one additional language for every point of Int modifier
  • Infravision: 60 feet
  • Movement: 30 feet
  • Equipment: At 1st level, purchase one piece of armor and one weapon made from mithril at no additional cost.
  • Immunities:
    • Immune to Magical Sleep
    • Immune to Paralysis
  • Vulnerabilities:
    • Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact

Halfling

  • Hit Points: 1d6 per level
  • Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling
  • Armor: Any
  • Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
  • Languages: Knows Common, Halfling, & one other language. Also knows one additional language for every point of Int modifier
  • Infravision: 30 feet
  • Movement: 20 feet

Thief

  • Hit Points:1d6 per level
  • Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
  • Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
  • Languages: Common, Thieves Cant
  • Movement: 30'
  • Alignment:
    • Neutral (common): Path of the Swindler
      • Great at: Sneak, Pick pocket, Climb, Forge document
      • Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
      • Average at: Backstab, Read languages
      • Okay at: Disguise self, Handle poison
    • Lawful (common): Path of the Boss
      • Great at: Hide, Climb, Find trap, Disable trap
      • Good at: Backstab, Sneak, Pick pocket, Pick lock
      • Average at: Disguise self, Handle poison, Cast spell from scroll
      • Okay at: Forge document, Read languages
    • Chaotic (common): Path of the Assassin
      • Great at: Backstab, Sneak, Disguise self, Handle poison
      • Good at: Hide, Climb, Pick lock, Find trap
      • Average at: Pick pocket, Disable trap, Cast spell from scroll
      • Okay at: Forge document, Read languages

Warrior

  • Hit Points: 1d12 per level
  • Weapons: Battleaxe, club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer
  • Armor: Any
  • Alignment: Any
  • Languages: Common
  • Movement: 30'

Wizard

  • Hit Points: 1d4 per level
  • Weapons: Dagger, longbow, longsword, shortbow, short sword, and staff
  • Armor: Wizards rarely wear armor, as it hinders spellcasting.
  • Alignment: Chaotic wizards study black magic. Neutral or lawful wizards seek control over elements. Wizards of all persuasions practice enchantment.
  • Languages: Common. Knows two additional languages for every point of Int modifier
  • Movement: 30'

Kith

  • Hit Points: 1d10 per level
  • Weapons: battleaxe, club, dagger, handaxe, javelin, longsword, mace, shortbow, shortsword, sling, spear, two-handed sword, and warhammer
  • Armor: For armor heavier than hide, they suffer an additional Check Penalty of +3.
  • Alignment: Law (common), Neutral (uncommon), Chaos (uncommon)
  • Languages: Planetary Common (Kith). Knows one additional languages for every point of Int modifier. May not learn any "off-planet" languages until coming in contact with speakers.
  • Movement: 30'
  • Luck: At 1st level, add starting luck modifier to attack rolls with axes, javelins, and spears.

Bard

  • Hit Points: 1d6 per level
  • Weapons: Club, dagger, hand axe, quarterstaff, spear, crossbow, shortbow, and sling. Bards can add one new specific weapon proficiency per level.
  • Armor: Bards can use any armor or shields, but it affects the use of their spells and skills.
  • Languages: Knows Common. Also knows one additional language for every point of Int modifier
  • Alignment: Law (common), Neutral (common), Chaos (uncommon)

Dwarf Priest

  • Hit Points:1d8 per level
  • Weapons: Battleaxe, club, handaxe, mace, spear, warhammer, crossbow, and sling
  • Armor: Any. They also receive the Lucky Roll for Armor Class.
  • Alignment: Law (common), Neutral (very rare), Chaos (rare)
  • Languages: Knows Common, Dwarven, & Angelic (if lawful) or Demonic (if chaotic) [Player's choice between those two if Neutral]. Also knows one additional language for every point of Int modifier
  • Infravision: 60 feet
  • Movement: 20 feet
  • Underground Skills
    • Smell Gold/Gems
      • Strong concentration within 100'
      • Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
    • Find Construction: Bonus equal to Class Level
 
Gods of the Eternal Struggle
Alignment of Deity Unholy Creatures to Deity
Law Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
Neutral Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
Chaos Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)

Elven Rogue

  • Hit Points: 1d6 per level
  • Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
  • Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
  • Languages: Knows Common. Lawful/Neutral Rogues know Elvish, & their alignment tongue. Chaotic rogues know Undercommon and either Elvish or their alignment tongue. Also knows one additional language for every point of Int modifier
  • Infravision: 60 feet
  • Movement: 30 feet
  • Alignment:
    • Lawful (rare):
      • Great at: Read languages, Disable trap, Climb sheer surfaces
      • Good at: Sneak silently, Hide in shadow, Pick pocket, Find Trap
      • Average at: Pick lock, Disguise self, Handle poison
      • Okay at: Backstab, Forge Document
    • Chaotic (uncommon):
      • Great at: Backstab, Sneak silently, Hide in shadows
      • Good at: Climb sheer surfaces, Pick lock, Disguise self, Handle poison
      • Average at: Pick pocket, Find trap, Disable trap
      • Okay at: Forge Document, Read languages
    • Neutral (common):
      • Great at: Pick pocket, Pick lock, Disable trap
      • Good at: Sneak silently, Hide in shadows, Climb sheer surfaces, Find trap, Disguise self
      • Average at: Backstab, Forge document, Read languages
      • Okay at: Handle poison
  • Immunities:
    • Immune to Magical Sleep
    • Immune to Paralysis
  • Vulnerabilities:
    • Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact

Gnome

  • Hit Points: 1d5 per level
  • Weapons: Dagger, dart, sling or staff.
  • Armor: Gnomes do not often wear armor due to their small size and because it hinders spellcasting.
  • Alignment: Law (rare), Neutral (common), Chaos (uncommon)
  • Languages: Knows Common, Gnomish, Elvish, and Dwarven. Also knows one additional language for every point of Int modifier
  • Infravision: 60 feet
  • Movement: 20 feet
  • Level Limitation: Level 5
  • Luck: Add Luck modifier to saving throws against magic attacks and spells

Halfling Burglar

  • Hit Points: 1d6 per level
  • Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling
  • Armor: Burglars are careful in their choice of armor, as it affects the use of their skills.
  • Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
  • Languages: Knows Common, Halfling, & one other language. Also knows one additional language for every point of Int modifier
  • Infravision: 30 feet
  • Movement: 20 feet

Halfling Champion

  • Hit Points: 1d8 per level
  • Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling. Longsword, warhammer or heavy axe as a 2-handed weapon.
  • Armor: Any
  • Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
  • Languages: Knows Common, and Halfling. Also knows one additional language for every point of Int modifier
  • Infravision: 30 feet
  • Movement: 20 feet

Paladin

  • Hit Points: 1d10 per level
  • Weapons: Those allowed by chosen god. In addition, they can use the following melee and ranged weapons: battleaxe, club, crossbow, dagger, handaxe, javelin, longbow, longsword, mace, short sword, shortbow, sling, spear, two-handed sword, and warhammer.
  • Armor: Any
  • Alignment: Same as chosen god
  • Languages: Knows Common. Also knows one additional language for every point of Int modifier
  • Movement: 30 feet
 
Gods of the Eternal Struggle
Alignment of Deity Weapons Useable by Cleric Unholy Creatures to Deity
Law Club, mace, sling, staff, warhammer Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
Neutral Dagger, mace, sling, staff, sword (any) Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
Chaos Axe (any), bow (any), dagger, dart, flail Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)

Ranger

  • Hit Points: 1d10 per level
  • Weapons: club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, shortbow, shortsword, sling, spear, staff
  • Armor: Any shield and armor with a total Check Penalty less than -6.
  • Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
  • Languages: Common. Knows two additional languages for every point of Int modifier. These languages must be one of his favored enemies or an animal one.
  • Movement: 30'
  • Ranger Paths
    • Archery Expert
      • When firing into melee, the ranger may ignore the 50% chance to hit an ally engaged in the melee.
      • Uses Mighty Deed die when attacking with Crossbow, Longbow or Shortbow
    • Two-Weapon Expert
      • A ranger can fight effectively with 2 equal-sized one-handed weapons as if his Agility was 16.
      • Uses Mighty Deed die when attacking with two-weapons

Cyborg

  • Hit Points: 1d8 per level
  • Weapons: Adept with any tech level of ranged/missile and 1-handed/built-in weapons
  • Armor: Any armor. Rarely use shields
  • Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
  • Languages: Common
  • Movement: 30'

Mutant

  • Hit Points: 2d4 per level
  • Weapons: Any
  • Armor: Any, but must be customized for the Mutant
  • Alignment: Law (uncommon), Neutral (common), Chaos (common)
 

Petrolhead

  • Hit Points: 1d7 per level
  • Weapons: Any ranged/missile and 1-handed weapons
  • Armor: Any shields and armor with a penalty die of d8 or less.
  • Alignment: Law (rare), Neutral (rare), Chaos (common)
  • Languages: Common.
  • Movement: 30'
  • Equipment: Starts with a Beater level Buggy or Small Car with a full tank of fuel.
  • Fuel Hound
    • Smell Petroleum or alcohol based fuels
      • Strong concentration within 100'
      • Smaller amounts, down to a single pint, have scent ranges as low as 20' (requires concentration)

Technologist

  • Hit Points:1d6 per level
  • Weapons: Daggers, Clubs, Staves, Hand Axes, Crossbows, Pistols and Rifles of any Era, Grenades and Explosives of any Era
  • Armor: Any
  • Languages: Common
  • Movement: 30'
  • Alignment:
    • Neutral (common): Has unbiased nature of scientific understanding
      • Great at: Vehicle Repair
      • Good at: Use Alien Tech, Weapon Tinkering
      • Average at: Computer Use, General Tech
      • Okay at: Bot Repair
    • Lawful (uncommon): Obsessed with theoretical science
      • Great at: General Tech, Use Alien Tech
      • Good at: Computer Use
      • Average at: Bot Repair, Vehicle Repair
      • Okay at: Weapon Tinkering
    • Chaotic (uncommon): Prone to be called mad scientists
      • Great at: Weapon Tinkering
      • Good at: Bot Repair
      • Average at: Computer Use, Vehicle Repair, Use Alien Tech
      • Okay at: General Tech

 
 
 
 

Melee Weapons

Weapon
Attack Die
Crit Range
To Hit Mod
Damage Dice
Dmg Mod
Advanced
Magic bonus:
To Hit bonus:
Backstab damage:
Lucky Weapon:
Damage bonus:
Wielded:
Pack Hunter:
Notes:

Ranged Weapons

Ammo
Weapon
Short Range
Med Range
Long Range
Attack Die
Crit Range
To Hit Mod
Dmg Dice
Dmg Mod
Range to Attack
Advanced
Magic Bonus:
To Hit bonus:
Backstab damage:
Lucky Weapon:
Damage bonus:
Missle Type:
Pack Hunter:
Notes:

Arcane Spell Knowledge

 
Number of Known Spells
 
Max Spell Level Known
Elf Fighter/Mage
 
Wizard
 
Bard
 
Gnome
 
Elf Rogue
 
 

Divine Spell Slots

 
1st Level
 
2nd Level
 
3rd Level
 
4th Level
 
5th Level
Cleric
 
 
 
 
Dwarf Priest
 
 
 
 
Paladin
 
 
 
 

Caster Type

Spell Check

Manifestation

Spell Type

 
 
 
 

Grimoire

The first time you attempt to cast a spell, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell.

Level 1 Level 2 Level 3 Level 4 Level 5 Show All
Level 1
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Elves, Check this box if you choose this spell as your lucky 1st level spell.
Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
 
Bonus / Minus
Spell Check (Single Die)
 
 
 
 
 
Bonus / Minus
Spell Check (Multi Die)
 
 
 
 
Show : Mercurial Magic | Manifestation | Description
Mercurial Magic Effect
 
 
 

Spell Manifestation
 
 
Spell Description/Flavour
 
 
 
Misfire Die
 
 
 
 
 
Corruption Die
 
 
 
 
Level 2
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
 
Bonus / Minus
Spell Check (Single Die)
 
 
 
 
 
Bonus / Minus
Spell Check (Multi Die)
 
 
 
 
Show : Mercurial Magic | Manifestation | Description
Mercurial Magic Effect
 
 
 

Spell Manifestation
 
 
Spell Description/Flavour
 
 
 
Misfire Die
 
 
 
 
 
Corruption Die
 
 
 
 
Level 3
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
 
Bonus / Minus
Spell Check (Single Die)
 
 
 
 
 
Bonus / Minus
Spell Check (Multi Die)
 
 
 
 
Show : Mercurial Magic | Manifestation | Description
Mercurial Magic Effect
 
 
 

Spell Manifestation
 
 
Spell Description/Flavour
 
 
 
Misfire Die
 
 
 
 
 
Corruption Die
 
 
 
 
Level 4
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
 
Bonus / Minus
Spell Check (Single Die)
 
 
 
 
 
Bonus / Minus
Spell Check (Multi Die)
 
 
 
 
Show : Mercurial Magic | Manifestation | Description
Mercurial Magic Effect
 
 
 

Spell Manifestation
 
 
Spell Description/Flavour
 
 
 
Misfire Die
 
 
 
 
 
Corruption Die
 
 
 
 
Level 5
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Check this box if you need to use multiple dice to roll your spell check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
 
Bonus / Minus
Spell Check (Single Die)
 
 
 
 
 
Bonus / Minus
Spell Check (Multi Die)
 
 
 
 
Show : Mercurial Magic | Manifestation | Description
Mercurial Magic Effect
 
 
 

Spell Manifestation
 
 
Spell Description/Flavour
 
 
 
Misfire Die
 
 
 
 
 
Corruption Die
 
 
 
 

Holy Book

For players attempting to cast divine spells for the first time, you need to roll a Manifestation check and enter the information into the spell.

Level 1 Level 2 Level 3 Level 4 Level 5 Show All
Level 1
Spell Level
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Level 1
 
Bonus / Minus
Spell Check Die
 
 
 
 
Show : Manifestation | General
Spell Manifestation
Spell Description/Flavour
Level 2
Spell Level
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Level 2
 
Bonus / Minus
Spell Check Die
 
 
 
 
Show : Manifestation | General
Spell Manifestation
Spell Description/Flavour
Level 3
Spell Level
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Level 3
 
Bonus / Minus
Spell Check Die
 
 
 
 
Show : Manifestation | General
Spell Manifestation
Spell Description/Flavour
Level 4
Spell Level
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Level 4
 
Bonus / Minus
Spell Check Die
 
 
 
 
Show : Manifestation | General
Spell Manifestation
Spell Description/Flavour
Level 5
Spell Level
Spell name
Range
Duration
Cast time
Save
Conc.
Lost?
Level 5
 
Bonus / Minus
Spell Check Die
 
 
 
 
Show : Manifestation | General
Spell Manifestation
Spell Description/Flavour

Armor Class

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped. If you have a class feature that also boosts your AC then add that here too.

 

AC (worn armor)
 

Total Check Penalty
 

Total Speed Reduction
 
Worn?
Name
AC
Bonus
Total AC
Fumble Die
Check Penalty
Speed Reduction
Notes

Coin Carried

CP
SP
GP
EP
PP
Total (GP)

Inventory

Equipment
Treasure

0-level Character Sheet

This character sheet is for 0-level characters only. It is a much pared down version of the main player character sheet which gets filled out once a character survives the funnel and makes it to level 1.

Character Information


Occupation

Alignment
Level
XP
 
 
 

.
 
 

.

Max HP
 
Armor Class
 
Hit Points
 
 
 
 
 
Hit Point Die

Combat Basics

Initiative

Bonus

Total
 
Action Dice
 
Attack Bonus
 
Crit Die
Crit Table
 
Fumble Die

Core Stats

 
Current Score
Max Score
Mod
Adv.
Trained
Untrained
Strength
Reminders:
Agility
Reminders:
Stamina
Reminders:
Personality
Reminders:
Intelligence
Reminders:
Luck
Reminders:
 
Fleeting Luck
 
 
Personality Test
Luck Check
 

Saving Throws

 
Base
Save Bonus
Birth Augur
Mod
Total Bonus
Adv.
Reflex
Reminders:
Fortitude
Reminders:
Will
Reminders:
 

Movement

 
 

Base Speed
 
 

Walk

Run

Fly

Climb

Swim

Burrow

Languages - Starting Luck - Birth Augur

Known Languages
 
Starting Luck
 
Lucky Roll Bonus
 
Birth Augur
 
Lucky Roll
 
01 Harsh winter (All attack rolls)
16 Survived the plague (Magical healing)
02 The bull (Melee attack rolls)
17 Lucky sign (Saving throws)
03 Fortunate date (Missile fire attack rolls)
⚠️
18 Guardian angel (Saving throws to escape traps)
⚠️
04 Raised by wolves (Unarmed attack rolls)
⚠️
19 Survived a spider bite (Saving throws against poison)
⚠️
05 Conceived on horseback (Mounted attack rolls)
20 Struck by lightning (Reflex saving throws)
06 Born on the battlefield (Damage rolls)
21 Lived through famine (Fortitude saving throws)
07 Path of the bear (Melee damage rolls)
22 Resisted temptation (Willpower saving throws)
08 Hawkeye (Missile fire damage rolls)
23 Charmed house (Armor Class)
ℹ️
09 Pack hunter (Attack/damage for 0-level starting weapon)
24 Speed of the cobra (Initiative)
10 Born under the loom (Skill checks (including thief skills))
25 Bountiful harvest (Hit points (applies at each level))
11 Fox's cunning (Find/disable traps)
26 Warrior's arm (Critical hit tables)
12 Four-leafed clover (Find secret doors)
27 Unholy house (Corruption rolls)
13 Seventh son (Spell checks)
28 The broken star (Fumbles)
⚠️
14 The raging storm (Spell damage)
⚠️
29 Birdsong (Number of languages)
15 Righteous heart (Turn unholy checks)
30 Wild child (Speed (each +1/-1 = +5'/-5' speed))

Melee Weapons

Weapon
Attack Die
Crit Range
To Hit Mod
Damage Dice
Dmg Mod
Advanced
Magic bonus:
To Hit bonus:
Backstab damage:
Lucky Weapon:
Damage bonus:
Wielded:
Pack Hunter:
Notes:

Ranged Weapons

Ammo
Weapon
Short Range
Med Range
Long Range
Attack Die
Crit Range
To Hit Mod
Dmg Dice
Dmg Mod
Range to Attack
Advanced
Magic Bonus:
To Hit bonus:
Backstab damage:
Lucky Weapon:
Damage bonus:
Missle Type:
Pack Hunter:
Notes:

Armor Class

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkbox to indicate whether each row is is worn/equipped.

 

AC (worn armor)
 

Total Check Penalty
 

Total Speed Reduction
 
Worn?
Name
Base AC
Magic Bonus
Total AC
Fumble Die
Check Penalty
Speed Reduction
 
 
 
 

Coin Carried

Total = value of all coins converted to GP

CP
SP
GP
EP
PP
Total

Inventory

Equipment
Treasure

0-level Multi Character Sheet

Multiple level zero characters! Caution: If you have two players with the same name, make sure they use different character names above (current value: ""). There is a known Roll20 bug where if two characters share the same name, attributes are not referenced properly during rolls.


Highest Init

Characters


Occupation

Alignment
Base AC
AC
HP
Max HP

Base speed
Speed
Init
XP
Fumble Die
 

Core Stats

 
Current Score
Max Score
Mod
Adv.
Trained
Untrained
Strength
Reminders:
Agility
Reminders:
Stamina
Reminders:
Personality
Reminders:
Intelligence
Reminders:
Luck
Reminders:
 
Fleeting Luck
 
 
Personality Test
Luck Check
 

Saving Throws

 
Base
Save Bonus
Birth Augur
Mod
Total Bonus
Adv.
Reflex
Reminders:
Fortitude
Reminders:
Will
Reminders:
 
Equipment / Treasure
Notes

Melee Weapons

Weapon
Attack Die
To Hit Mod
Dmg Dice
Dmg Mod
Adv.
Magic bonus:
To Hit bonus:
Crit Range:
Damage bonus:
Wielded:
Pack Hunter:
Notes:
Magic bonus:
To Hit bonus:
Crit Range:
Damage bonus:
Wielded:
Pack Hunter:
Notes:
Magic bonus:
To Hit bonus:
Crit Range:
Damage bonus:
Wielded:
Pack Hunter:
Notes:

Ranged Weapons

Ammo
Weapon
Attack Die
To Hit Mod
Dmg Dice
Dmg Mod
Range to Attack
Adv.
 
Magic Bonus:
To Hit bonus:
Crit Range:
Damage bonus:
Type:
Pack Hunter:
Notes:
Range (short/med/long):
Magic Bonus:
To Hit bonus:
Crit Range:
Damage bonus:
Type:
Pack Hunter:
Notes:
Range (short/med/long):
Magic Bonus:
To Hit bonus:
Crit Range:
Damage bonus:
Type:
Pack Hunter:
Notes:
Range (short/med/long):
Show more: languages, lucky rolls, and birth augur

Languages - Starting Luck - Birth Augur

Known Languages
 
Starting Luck
 
Lucky Roll Bonus
 
Birth Augur
 
Lucky Roll
 
01 Harsh winter (All attack rolls)
16 Survived the plague (Magical healing)
02 The bull (Melee attack rolls)
17 Lucky sign (Saving throws)
03 Fortunate date (Missile fire attack rolls)
⚠️
18 Guardian angel (Saving throws to escape traps)
⚠️
04 Raised by wolves (Unarmed attack rolls)
⚠️
19 Survived a spider bite (Saving throws against poison)
⚠️
05 Conceived on horseback (Mounted attack rolls)
20 Struck by lightning (Reflex saving throws)
06 Born on the battlefield (Damage rolls)
21 Lived through famine (Fortitude saving throws)
07 Path of the bear (Melee damage rolls)
22 Resisted temptation (Willpower saving throws)
08 Hawkeye (Missile fire damage rolls)
23 Charmed house (Armor Class)
ℹ️
09 Pack hunter (Attack/damage for 0-level starting weapon)
24 Speed of the cobra (Initiative)
10 Born under the loom (Skill checks (including thief skills))
25 Bountiful harvest (Hit points (applies at each level))
11 Fox's cunning (Find/disable traps)
26 Warrior's arm (Critical hit tables)
12 Four-leafed clover (Find secret doors)
27 Unholy house (Corruption rolls)
13 Seventh son (Spell checks)
28 The broken star (Fumbles)
⚠️
14 The raging storm (Spell damage)
⚠️
29 Birdsong (Number of languages)
15 Righteous heart (Turn unholy checks)
30 Wild child (Speed (each +1/-1 = +5'/-5' speed))

Monster/NPC Sheet (GM ONLY)

This character sheet is for NPCs and Monsters. It is for the GMs to use.

Monster Information


Type

Reference

Size

Alignment
HD
 
Known Languages
Notes
 
 
 

.
 
 

.

Max HP
 
Armor Class
 
Hit Points
 
 
Hit Die :

Amount

Bonus/Minus
 

Monster Saving Throws

Fortitude
Reflex
Will

Monster Movement

 
 

Base Speed
 
 

Walk

Run

Fly

Climb

Swim

Burrow
 

Monster Combat

Initiative :

Modifier
 
Morale Check :
 
Action Dice :

Amount
 
 
Critical Type Table :
Critical Hit Die :
Fumble Die :
 

Monster Melee Attacks

Attack
Attack Die
Crit Range
To Hit
Damage Dice
Dmg Bonus
Special
Special damage dice
 

Monster Ranged Attacks

Weapon
Short Range
Med Range
Long Range
Attack Die
Crit Range
To Hit
Damage Dice
Dmg Bonus
Range to Attack
Special
Special damage dice
 
 

Monster Special Abilities

Note a monsters special abilities here.

 
 

Monster Coin Treasure

CP
 
SP
 
GP
 
EP
 
PP
 
 
 
 

Monster Inventory

Equipment
Treasure

Options
Tools

If this character was originally created using the other DCC character sheet, pressing this button will copy over the old values to this character sheet. This will over-write values on this sheet, so if you have already entered data using this character sheet, it may be lost!

The process is not perfect, but makes a best effort. For example, if you had a bard, your values for corruption can be found under the wizard class tab.

{{#rollTotal() background 0}}
{{/rollTotal() background 0}} {{#rollTotal() background 1}}
{{/rollTotal() background 1}} {{#rollTotal() background 2}}
{{/rollTotal() background 2}} {{#rollTotal() background 3}}
{{/rollTotal() background 3}} {{#rollTotal() background 4}}
{{/rollTotal() background 4}} {{#rollTotal() background 5}}
{{/rollTotal() background 5}}
{{title}}
{{name}} {{stuff}} {{stuff2}}
{{#hint}}
{{/hint}}
{{#attack}}
Wielded
{{wielded}}
{{#notes}}
Notes
{{notes}}
{{/notes}}
 
Hits AC:
{{attack}}
{{#^rollWasFumble() attack}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() attack}} {{#rollWasCrit() attack}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/rollWasCrit() attack}} {{#rollWasFumble() attack}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() attack}} {{/attack}} {{#attackWithDeed}}
Wielded
{{wielded}}
{{#notes}}
Notes
{{notes}}
{{/notes}}
 
Deed Die:
{{deedroll}}
 
Hits AC:
{{attackWithDeed}} (incl. deed)
{{#^rollWasFumble() attackWithDeed}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() attackWithDeed}} {{#rollWasCrit() attackWithDeed}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/rollWasCrit() attackWithDeed}} {{#rollWasFumble() attackWithDeed}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() attackWithDeed}} {{/attackWithDeed}} {{#rangedattack}}
Attack Range
{{range}}
{{rangedtype}}
{{type}}
{{#notes}}
Notes
{{notes}}
{{/notes}}
 
Hits AC:
{{rangedattack}}
{{#^rollWasFumble() rangedattack}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() rangedattack}} {{#rollWasCrit() rangedattack}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/rollWasCrit() rangedattack}} {{#rollWasFumble() rangedattack}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() rangedattack}} {{/rangedattack}} {{#rangedAttackWithDeed}}
Attack Range
{{range}}
{{rangedtype}}
{{type}}
{{#notes}}
Notes
{{notes}}
{{/notes}}
 
Deed Die:
{{deedroll}}
 
Hits AC:
{{rangedAttackWithDeed}} (incl. deed)
{{#^rollWasFumble() rangedAttackWithDeed}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{#^rollWasFumble() attackWithDeed}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() attackWithDeed}} {{/^rollWasFumble() rangedAttackWithDeed}} {{#rollWasCrit() rangedAttackWithDeed}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/rollWasCrit() rangedAttackWithDeed}} {{#rollWasFumble() rangedAttackWithDeed}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() rangedAttackWithDeed}} {{/rangedAttackWithDeed}} {{#backstab}}
{{flavortext}}
{{#notes}}
Notes
{{notes}}
{{/notes}}
 
Hits AC:
{{backstab}}
{{#^rollWasFumble() backstab}} {{#damage}}
Damage :
{{damage}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/damage}} {{/^rollWasFumble() backstab}} {{#rollWasFumble() backstab}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() backstab}} {{/backstab}} {{#rangedbackstab}}
{{flavortext}}
 
Attack Range
{{range}}
Ranged Type
{{type}}
{{#notes}}
Notes
{{notes}}
{{/notes}}
 
Hits AC:
{{rangedbackstab}}
{{#^rollWasFumble() rangedbackstab}} {{#damage}}
Damage :
{{damage}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/damage}} {{/^rollWasFumble() rangedbackstab}} {{#rollWasFumble() rangedbackstab}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() rangedbackstab}} {{/rangedbackstab}} {{#monsterattack}}
Hits AC:
{{monsterattack}}
{{#^rollWasFumble() monsterattack}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() monsterattack}} {{#rollWasCrit() monsterattack}}
 
Crit :
{{crit}} on Crit Table {{crittable}}
{{/rollWasCrit() monsterattack}} {{#rollWasFumble() monsterattack}}
 
Fumble :
{{fumble}} on Fumble Table
{{/rollWasFumble() monsterattack}} {{/monsterattack}} {{#special}}
Special Attack:
{{special}}
{{#specialdmg}}
Special Damage :
{{specialdmg}}
{{/specialdmg}} {{/special}} {{#deeddie}}
{{flavortext}}
 
{{rolltype}}
{{deeddie}}
{{#rollWasCrit() deeddie}}
 
{{successtext}}
{{/rollWasCrit() deeddie}} {{/deeddie}} {{#smite}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{smite}}
{{/smite}} {{#INIT}}
Initiative :
{{INIT}}
{{/INIT}} {{#HD}}
{{flavortext}}
 
{{rolltype}}
{{HD}}
{{/HD}} {{#turnunholy}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{turnunholy}}
{{#rollWasFumble() turnunholy}}
 
{{deity}} disapproves of your actions!
Roll for Disapproval.
{{/rollWasFumble() turnunholy}} {{#^rollWasFumble() turnunholy}} {{#rollLess() turnunholy 12}}
 
Turn Check Failed!
Increase Disapproval Rating by 1.
{{/rollLess() turnunholy 12}} {{#rollBetween() turnunholy 12 13}}
 
Turn Range: 30'
1HD Creature: {{1HDCheck13}}
2HD Creature: No Effect
3-4HD Creature: No Effect
5-6HD Creature: No Effect
7-8HD Creature: No Effect
9-10HD Creature: No Effect
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 12 13}} {{#rollBetween() turnunholy 14 17}}
 
Turn Range: 30'
1HD Creature: {{1HDCheck17}}
2HD Creature: No Effect
3-4HD Creature: No Effect
5-6HD Creature: No Effect
7-8HD Creature: No Effect
9-10HD Creature: No Effect
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 14 17}} {{#rollBetween() turnunholy 18 19}}
 
Turn Range: 30'
1HD Creature: {{1HDCheck19}}
2HD Creature: {{2HDCheck19}}
3-4HD Creature: No Effect
5-6HD Creature: No Effect
7-8HD Creature: No Effect
9-10HD Creature: No Effect
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 18 19}} {{#rollBetween() turnunholy 20 23}}
 
Turn Range: 60'
1HD Creature: {{1HDCheck23}}
2HD Creature: {{2HDCheck23}}
3-4HD Creature: {{4HDCheck23}}
5-6HD Creature: No Effect
7-8HD Creature: No Effect
9-10HD Creature: No Effect
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 20 23}} {{#rollBetween() turnunholy 24 27}}
 
Turn Range: 60'
Holy Smite: {{HolySmiteCheck27}}
1HD Creature: {{1HDCheck27}}
2HD Creature: {{2HDCheck27}}
3-4HD Creature: {{4HDCheck27}}
5-6HD Creature: {{6HDCheck27}}
7-8HD Creature: No Effect
9-10HD Creature: No Effect
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 24 27}} {{#rollBetween() turnunholy 28 29}}
 
Turn Range: 60'
Holy Smite: {{HolySmiteCheck29}}
1HD Creature: {{1HDCheck29}}
2HD Creature: {{2HDCheck29}}
3-4HD Creature: {{4HDCheck29}}
5-6HD Creature: {{6HDCheck29}}
7-8HD Creature: {{8HDCheck29}}
9-10HD Creature: No Effect
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 28 29}} {{#rollBetween() turnunholy 30 31}}
 
Turn Range: 120'
Holy Smite: {{HolySmiteCheck31}}
1HD Creature: {{1HDCheck31}}
2HD Creature: {{2HDCheck31}}
3-4HD Creature: {{4HDCheck31}}
5-6HD Creature: {{6HDCheck31}}
7-8HD Creature: {{8HDCheck31}}
9-10HD Creature: {{10HDCheck31}}
11-12HD Creature: No Effect
{{/rollBetween() turnunholy 30 31}} {{#rollGreater() turnunholy 32}}
 
Turn Range: 240'
Holy Smite: {{HolySmiteCheck32}}
1HD Creature: {{1HDCheck32}}
2HD Creature: {{2HDCheck32}}
3-4HD Creature: {{4HDCheck32}}
5-6HD Creature: {{6HDCheck32}}
7-8HD Creature: {{8HDCheck32}}
9-10HD Creature: {{10HDCheck32}}
11-12HD Creature: {{12HDCheck32}}
{{/rollGreater() turnunholy 32}} {{/^rollWasFumble() turnunholy}} {{/turnunholy}} {{#divineaid}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{divineaid}}
 
Increase Disapproval Rating by 10.
{{/divineaid}} {{#layonhands}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{layonhands}}
Heal Condition :
{{condition}}
{{#rollWasFumble() layonhands}}
 
{{deity}} disapproves of your actions!
Roll for Disapproval.
{{/rollWasFumble() layonhands}} {{#^rollWasFumble() layonhands}} {{#rollLess() layonhands 12}}
 
Spell Check Failed!
Increase Disapproval Rating by 1.
{{/rollLess() layonhands 12}} {{#rollBetween() layonhands 12 13}}
 
Heal Same Alignment: 2 dice
Heal Adjacent Alignment: 1 die
Heal Opposite Alignment: 1 die
{{/rollBetween() layonhands 12 13}} {{#rollBetween() layonhands 14 19}}
 
Heal Same Alignment: 3 dice
Heal Adjacent Alignment: 2 dice
Heal Opposite Alignment: 1 die
{{/rollBetween() layonhands 14 19}} {{#rollBetween() layonhands 20 21}}
 
Heal Same Alignment: 4 dice
Heal Adjacent Alignment: 3 dice
Heal Opposite Alignment: 2 dice
{{/rollBetween() layonhands 20 21}} {{#rollGreater() layonhands 21}}
 
Heal Same Alignment: 5 dice
Heal Adjacent Alignment: 4 dice
Heal Opposite Alignment: 3 dice
{{/rollGreater() layonhands 21}} {{#rollGreater() layonhands 11}} {{#^rollTotal() layOnHandsLuckyRoll 0}}
Survived the plague! Modify healing results by {{layOnHandsLuckyRoll}}
{{/^rollTotal() layOnHandsLuckyRoll 0}} {{/rollGreater() layonhands 11}} {{/^rollWasFumble() layonhands}} {{/layonhands}} {{#layonhandspaly}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{layonhandspaly}}
Heal Condition :
{{condition}}
{{#rollWasFumble() layonhandspaly}}
 
{{deity}} disapproves of your actions!
Roll for Disapproval.
{{/rollWasFumble() layonhandspaly}} {{#^rollWasFumble() layonhandspaly}} {{#rollLess() layonhandspaly 12}}
 
Spell Check Failed!
Increase Disapproval Rating by 1.
{{/rollLess() layonhandspaly 12}} {{#rollBetween() layonhandspaly 12 13}}
 
Heal Same Alignment: 1 die
Heal Adjacent Alignment: None
Heal Opposite Alignment: None
{{/rollBetween() layonhandspaly 12 13}} {{#rollBetween() layonhandspaly 14 19}}
 
Heal Same Alignment: 2 dice
Heal Adjacent Alignment: 1 die
Heal Opposite Alignment: None
{{/rollBetween() layonhandspaly 14 19}} {{#rollBetween() layonhandspaly 20 21}}
 
Heal Same Alignment: 3 dice
Heal Adjacent Alignment: 2 dice
Heal Opposite Alignment: 1 die
{{/rollBetween() layonhandspaly 20 21}} {{#rollBetween() layonhandspaly 22 24}}
 
Heal Same Alignment: 4 dice
Heal Adjacent Alignment: 3 dice
Heal Opposite Alignment: 2 dice
{{/rollBetween() layonhandspaly 22 24}} {{#rollGreater() layonhandspaly 24}}
 
Heal Same Alignment: 4 dice
Heal Adjacent Alignment: 3 dice
Heal Opposite Alignment: 2 dice
{{/rollGreater() layonhandspaly 24}} {{#rollGreater() layonhandspaly 11}} {{#^rollTotal() layOnHandsLuckyRoll 0}}
Survived the plague! Modify healing results by {{layOnHandsLuckyRoll}}
{{/^rollTotal() layOnHandsLuckyRoll 0}} {{/rollGreater() layonhandspaly 11}} {{/^rollWasFumble() layonhandspaly}} {{/layonhandspaly}} {{#bravery}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{bravery}}
{{#rollWasFumble() bravery}}
 
{{deity}} disapproves of your actions!
Roll for Disapproval.
{{/rollWasFumble() bravery}} {{#^rollWasFumble() bravery}} {{#rollLess() bravery 12}}
 
Spell Check Failed!
Increase Disapproval Rating by 1.
{{/rollLess() bravery 12}} {{#rollBetween() bravery 12 13}}
 
Fear Saving Throw Bonus: {{fearbonusCheck13}}
Number of Targets affected: {{targetsCheck13}}
Duration: {{duration}} minute(s)
{{/rollBetween() bravery 12 13}} {{#rollBetween() bravery 14 19}}
 
Fear Saving Throw Bonus: {{fearbonusCheck19}}
Number of Targets affected: {{targetsCheck19}}
Duration: {{duration}} minute(s)
{{/rollBetween() bravery 14 19}} {{#rollBetween() bravery 20 21}}
 
Fear Saving Throw Bonus: {{fearbonusCheck21}}
Number of Targets affected: {{targetsCheck21}}
Duration: {{duration}} minute(s)
{{/rollBetween() bravery 20 21}} {{#rollBetween() bravery 22 24}}
 
Fear Saving Throw Bonus: {{fearbonusCheck24}}
Number of Targets affected: {{targetsCheck24}}
Duration: {{duration}} minute(s)
{{/rollBetween() bravery 22 24}} {{#rollGreater() bravery 24}}
 
Fear Saving Throw Bonus: {{fearbonusCheck25}}
Number of Targets affected: {{targetsCheck25}}
Duration: {{duration}} minute(s)
{{/rollGreater() bravery 24}} {{/^rollWasFumble() bravery}} {{/bravery}} {{#fear}}
{{flavortext}}
{{deity}}
 
{{rolltype}}
{{fear}}
{{#rollWasFumble() fear}}
 
{{deity}} disapproves of your actions!
Roll for Disapproval.
{{/rollWasFumble() fear}} {{#^rollWasFumble() fear}} {{#rollLess() fear 12}}
 
Spell Check Failed!
Increase Disapproval Rating by 1.
{{/rollLess() fear 12}} {{#rollBetween() fear 12 13}}
 
Affects: HD {{number}} unholy creatures
Number affected: {{targetsCheck13}}
Duration: {{duration}} round(s)
Will Save Against: {{fear}}
{{/rollBetween() fear 12 13}} {{#rollBetween() fear 14 19}}
 
Affects: HD {{number}} unholy creatures
Number of Targets affected: {{targetsCheck19}}
Duration: {{duration}} round(s)
Will Save Against: {{fear}}
{{/rollBetween() fear 14 19}} {{#rollBetween() fear 20 21}}
 
Affects: HD {{number}} unholy creatures
Number affected: {{targetsCheck21}}
Duration: {{duration}} round(s)
Will Save Against: {{fear}}
{{/rollBetween() fear 20 21}} {{#rollBetween() fear 22 24}}
 
Affects: HD {{number}} unholy creatures
Number affected: {{targetsCheck24}}
Duration: {{duration}} round(s)
Will Save Against: {{fear}}
{{/rollBetween() fear 22 24}} {{#rollGreater() fear 24}}
 
Affects: HD {{number}} unholy creatures
Number affected: {{targetsCheck25}}
Duration: {{duration}} round(s)
Will Save Against: {{fear}}
{{/rollGreater() fear 24}} {{/^rollWasFumble() fear}} {{/fear}} {{#disapproval}}
ATONE FOR YOUR ACTIONS!
 
Roll :
{{disapproval}}
{{/disapproval}} {{#moralecheck}}
Morale :
{{moralecheck}}
{{#rollGreater() moralecheck chance}}
 
SUCCESS !
{{/rollGreater() moralecheck chance}} {{#rollBetween() moralecheck 1 chance}}
 
FAILURE !
{{/rollBetween() moralecheck 1 chance}} {{/moralecheck}} {{#ability}}
{{#flavortext}}
{{flavortext}}
 
{{/flavortext}} {{#rollLess() abilityscore warningthreshold}} {{#warning}}
{{warning}}
{{/warning}} {{/rollLess() abilityscore warningthreshold}}
{{rolltype}}
{{ability}}
{{/ability}} {{#savingthrow}}
{{#flavortext}}
{{flavortext}}
 
{{/flavortext}} {{#rollLess() abilityscore warningthreshold}} {{#warning}}
{{warning}}
{{/warning}} {{/rollLess() abilityscore warningthreshold}}
{{rolltype}}
{{savingthrow}}
{{/savingthrow}} {{#classability}}
{{flavortext}}
 
{{rolltype}}
{{classability}}
{{/classability}} {{#luckcheck}}
{{flavortext}}
 
{{rolltype2}}
{{chance}}
{{rolltype}}
{{luckcheck}}
{{#rollGreater() luckcheck chance}}
 
FAILURE !
{{/rollGreater() luckcheck chance}} {{#rollBetween() luckcheck 1 chance}}
 
SUCCESS !
{{/rollBetween() luckcheck 1 chance}} {{/luckcheck}} {{#learnspellcheck}}
{{flavortext}}
 
DC:
{{difficulty}}
{{rolltype}}
{{learnspellcheck}}
{{#rollGreater() learnspellcheck difficulty}}
 
SUCCESS !
{{/rollGreater() learnspellcheck difficulty}} {{#rollLess() learnspellcheck difficulty}}
 
FAILURE !
You may attempt to learn the spell again once you advance to the next level.
{{/rollLess() learnspellcheck difficulty}} {{/learnspellcheck}} {{#selfrepair}}
{{flavortext}}
 
{{rolltype}}
{{selfrepair}}
{{#rollWasFumble() selfrepair}}
 
CATASTROPHIC SYSTEM FAILURE!
Non-Meat Damage taken: {{selfrepairFumble}}
{{/rollWasFumble() selfrepair}} {{/selfrepair}} {{#disabletrap}}
{{flavortext}}
 
{{rolltype}}
{{disabletrap}}
{{/disabletrap}} {{#rollWasFumble() disabletrap}}
 
{{failtext}}
{{/rollWasFumble() disabletrap}} {{#handlepoison}}
{{flavortext}}
 
{{rolltype}}
{{handlepoison}}
{{/handlepoison}} {{#rollGreater() handlepoison 9}}
 
{{successtext}}
{{/rollGreater() handlepoison 9}} {{#rollBetween() handlepoison -100 9}}
 
{{failtext}}
{{/rollBetween() handlepoison -100 9}} {{#luckdie}}
{{flavortext}}
 
{{rolltype}}
{{luckdie}}
{{/luckdie}} {{#survivaldie}}
{{flavortext}}
 
{{rolltype}}
{{survivaldie}}
{{/survivaldie}} {{#juryrig}}
{{flavortext}}
 
{{rolltype}}
{{juryrig}}
 
{{rolltype2}}
{{juryrigfailure}}
{{/juryrig}} {{#percentability}}
{{flavortext}}
 
{{neededroll}}
{{chance}}%
{{rolltype}}
{{percentability}}%
{{#rollGreater() percentability chance}}
 
{{failtext}}
{{/rollGreater() percentability chance}} {{#rollBetween() percentability 1 chance}}
 
{{successtext}}
{{/rollBetween() percentability 1 chance}} {{/percentability}} {{#spellmanifest}}
{{flavortext}}
 
{{rolltype}}
{{spellmanifest}}
{{/spellmanifest}} {{#spellmercurial}}
{{flavortext}}
 
{{rolltype}}
{{spellmercurial}}
{{/spellmercurial}} {{#spellcheckwizard}}
{{#spellshowmanifest}}
{{spellshowmanifest}}
{{/spellshowmanifest}} {{#spellshowinfoblock}}
Level
{{spelllevel}}
Range
{{spellrange}}
Duration
{{spellduration}}
Cast Time
{{spellcasttime}}
Save
{{spellsave}}
Concentration
{{spellconcentrate}}
{{/spellshowinfoblock}} {{#spellshowmercurial}}
Mercurial Effect
{{spellshowmercurial}}
{{/spellshowmercurial}} {{#spellshowdesc}}
Spell Description
{{spellshowdesc}}
{{/spellshowdesc}}
 
{{rolltype}}
{{spellcheckwizard}}
{{#rollWasCrit() spellcheckwizard}}
 
{{crit}}
{{/rollWasCrit() spellcheckwizard}} {{#^showfailure}} {{#rollWasFumble() spellcheckwizard}}
 
Lost, failure and worse!
 
{{fumble}} for Misfire, Taint or Corruption
{{/rollWasFumble() spellcheckwizard}} {{#^rollWasFumble() spellcheckwizard}} {{#rollLess() spellcheckwizard 12}}
 
Lost. Failure.
{{/rollLess() spellcheckwizard 12}} {{/^rollWasFumble() spellcheckwizard}} {{/^showfailure}} {{/spellcheckwizard}} {{#spellcheckwizardmulti}}
{{#spellshowmanifest}}
{{spellshowmanifest}}
{{/spellshowmanifest}} {{#spellshowinfoblock}}
Level
{{spelllevel}}
Range
{{spellrange}}
Duration
{{spellduration}}
Cast Time
{{spellcasttime}}
Save
{{spellsave}}
Concentration
{{spellconcentrate}}
{{/spellshowinfoblock}} {{#spellshowmercurial}}
Mercurial Effect
{{spellshowmercurial}}
{{/spellshowmercurial}} {{#spellshowdesc}}
Spell Description
{{spellshowdesc}}
{{/spellshowdesc}}
 
{{rolltype}}
{{spelldie1}}+{{spelldie2}}+{{spellbonus}}
{{#rollWasCrit() spelldie1}} {{#rollWasCrit() spelldie2}}
 
{{crit}}
{{/rollWasCrit() spelldie2}} {{/rollWasCrit() spelldie1}} {{#rollWasFumble() spelldie1}} {{#rollWasFumble() spelldie2}}
 
Lost, failure and worse!
 
{{fumble}} for Misfire, Taint or Corruption
{{/rollWasFumble() spelldie2}} {{/rollWasFumble() spelldie1}} {{/spellcheckwizardmulti}} {{#spellmisfire}}
{{flavortext}}
 
{{rolltype}}
{{spellmisfire}}
{{/spellmisfire}} {{#spellcorruption}}
{{flavortext}}
 
{{rolltype}}
{{spellcorruption}}
{{/spellcorruption}} {{#spellcheckcleric}}
{{#spellshowmanifest}}
{{spellshowmanifest}}
{{/spellshowmanifest}} {{#spellshowinfoblock}}
Level
{{spelllevel}}
Range
{{spellrange}}
Duration
{{spellduration}}
Cast Time
{{spellcasttime}}
Save
{{spellsave}}
Concentration
{{spellconcentrate}}
{{/spellshowinfoblock}} {{#spellshowdesc}}
Spell Description
{{spellshowdesc}}
{{/spellshowdesc}}
 
{{rolltype}}
{{spellcheckcleric}}
{{#rollWasCrit() spellcheckcleric}}
 
{{crit}}
{{/rollWasCrit() spellcheckcleric}} {{#rollWasFumble() spellcheckcleric}}
 
{{deity}} disapproves of your actions!
Roll for Disapproval.
{{/rollWasFumble() spellcheckcleric}} {{#^rollWasFumble() spellcheckcleric}} {{#rollLess() spellcheckcleric 12}}
 
Spell Check Failed!
Increase Disapproval Rating by 1.
{{/rollLess() spellcheckcleric 12}} {{/^rollWasFumble() spellcheckcleric}} {{/spellcheckcleric}} {{#mutations}}
{{#mutationshowinfoblock}}
Base Mutation
{{basemutation}}
Mutation Type
{{typemutation}}
Sub-Mutation
{{submutation}}
{{/mutationshowinfoblock}} {{#mutationshowdesc}}
Description
{{mutationshowdesc}}
{{/mutationshowdesc}}
{{/mutations}} {{#^rollTotal() magicalhealingreminder 0}}
If the above healing was magical, modify by {{magicalhealingreminder}}
{{/^rollTotal() magicalhealingreminder 0}} {{#reminders}}
{{reminders}}
{{/reminders}}
{{#background}}
{{/background}}