TEXT: Character Name:  _____________________________ 
   
  Character Race/Archetype/Class Description: 
   
   
   
   
   
   
   
   
   
   
  Proficiency:  (Mark “+” sign next to traits below) 
  Deficiency:   (Mark “-”  sign next to traits below) 
   
   Strength: ____ 
  ● 
  Athletics Check 
  ● 
  Melee Attack 
  ● 
  Strength Saving Throws 
   
  Dexterity: ____ 
  ● 
  Turn Order in Battle (Initiative Check) 
  ● 
  Acrobatics Check 
  ● 
  Sleight of Hand Check 
  ● 
  Piloting (Land, Sea, Air, Mech) 
  ● 
  Lock Picking 
  ● 
  Stealth Check 
  ● 
  Hide Check 
  ● 
  Ranged Attack 
  ● 
  Dexterity Saving Throws 
   
  Constitution: ____ 
  ● 
  Constitution Saving Throws 
   
  Intelligence: ____ 
  ● 
  Arcana Check 
  ● 
  History Check 
  ● 
  Streetwise 
  ● 
  Investigation Check 
  ● 
  Computer Use 
  ● 
  Nature Check 
  ● 
  Religion Check 
  ● 
  Intelligence Saving Throws 
   
  Wisdom: ____ 
  ● 
  Animal Handling Check 
  ● 
  Insight Check 
  ● 
  Medicine Check 
  ● 
  Perception Check 
  ● 
  Survival Check 
  ● 
  Magic Spell Attack 
  ● 
  Casting Magic Spells (Non-attack) 
  ● 
  Wisdom Saving Throws 
   
  Charisma: ____ 
  ● 
  Deception Check 
  ● 
  Intimidation Check 
  ● 
  Performance Check 
  ● 
  Persuasion Check 
  ● 
  Charm Person Check 
  ● 
  Charisma Saving Throws 
   
   
   
  (STR) Melee Weapons: 
   
   
   
   
  (DEX) Ranged Weapons:  
   
   
   
   
  Armor Class:  _____ 
   
  Hit Points (Optional):  _____ 
   
  Character Special Abilities: 
   
   
   
   
   
  Items: 
   
   
   
   
   
   
   
   
   
   
   
  Background: 
   
   
  Character Portrait 
  Charisma Saving Throws
  Ambrosia
  Tiefling- "devilborn"
  Firemage- can use magic spells that revolve around the
  element of Fire. Fireballs, Firewalls, etc.
  Dagger
  Fire Magic- Uses Wisdom for Attacks instead of DEX.
  Fire Magic- player can improvise different Fire oriented
  effects such as Walls of Fire to block enemies, catching
  objects on fire, etc. These attacks all use WIS either as
  Attacks or by Casting Magic Spells
  Dagger
  Leather armor
  Gold- 10
  Ambrosia was a cocky rogue until one day he discovered 
  a natural talent of fire while trying to escape some guards 
  that were after him. Curious, he began playing with this 
  new talent and realized that he could use this skill for 
  more than just avoiding trouble, he could cause trouble. 
  He joins up with the Dark Ravens more as a mercenary 
  for hire, because honestly everybody wants the hot girl in 
  their party.
  12
  4
  +
  +
  _
  
  GATEWAY RPG   
  QUICK REFERENCE SHEET 
  Proficiency/Deficiency:  
  • 
  “+” Proficiency =Roll a d20 twice and take the 
  higher roll  
  • 
  “-” Deficiency = Roll a d20 twice and take the lower 
  roll  
  • 
  __ Normal (Blank Trait) = A character that has 
  neither proficiency or deficiency will only roll a d20 
  once 
   
  Advantage/Disadvantage: 
  Proficiency Trait with Advantage 
  Advantage (+1) = 2d20 and take the highest number 
  rolled and add +1 to the total 
   
  Proficiency Trait with Disadvantage  
  No Bonus = 1d20 and take the number rolled 
   
  Normal Trait with Advantage 
  Advantage = 2d20 and take the highest number rolled 
   
  Normal Trait with Disadvantage  
  Disadvantage = 2d20 and take the lowest number rolled 
   
  Deficiency Trait with Advantage  
  No Bonus = 1d20 and take the number rolled 
   
  Deficiency Trait with Disadvantage 
  Disadvantage (-1) = 1d20 and take the lowest number 
  rolled and subtract -1 from the total. 
   
  Difficulty Class Scale 
  • 
  Simple: 2 to 5 
  • 
  Easy: 6 to 10 
  • 
  Moderate: 11 to 15 
  • 
  Hard: 16 to 19 
  • 
  Near Impossible: 20 
   
  Attack Types 
  Melee Weapon Attacks = Strength Trait 
  Swords, Daggers, Axes, Katana, Clubs, Lightsabers, etc.  
   
  Ranged Weapon Attacks = Dexterity Trait 
  Crossbows, Longbows, Short bows, Muskets, Pistols, 
  Lasers, Rifles, etc.  
   
  Magic Attacks = Wisdom Trait 
  Fireballs, Lightning, Charm, Force Push, etc. 
   
  Special Ability Attacks = GM Discretion 
  Depends what the GM chooses at character creation 
  that your Ability trait uses 
   
   
   
   
   
  Armor Class 
  Based on Dex (or Modifiers added) 
  • 
  “+” Proficiency = 14 AC 
  • 
  “-” Deficiency = 10 AC 
  • 
  Normal (having neither) = 12 AC 
   
  Attack Range 
  • 
  Close Combat- Within 5 feet 
  • 
  Short Range- 10 feet to 60 feet 
  • 
  Medium Range- 65 feet to 300 feet 
  • 
  Long Range- 305 feet to 500 feet 
  • 
  Very Long Range- 500 feet and Above 
   
  Resolving Combat  
  Step 1: Game Master Determines if there is a Surprise 
  Round 
   
  Step 2: Roll Initiative for all involved (Dexterity) 
   
  Step 3: Resolve Surprise Round if necessary, then full 
  Initiative during each Round. 
   
  Step 4: During a Player’s Turn they can do the following: 
  • 
  One Move Action (30 feet on average) 
  • 
  One Primary Action 
  • 
  One Bonus Action 
   
  Primary Action examples: 
  • 
  Attack 
  • 
  Move again “aka Dash” (move the same amount 
  of the first movement) 
  • 
  Interact with an object 
  • 
  Cast a spell or use some other Special Ability 
  • 
  Hide 
  • 
  Search 
  • 
  Ready an Action (Choose to delay your action 
  and set a trigger and what you want to do when 
  the trigger is met) 
  • 
  Grapple (Contested Strength Skill) 
  • 
  Escape from being Grappled (Contested 
  Strength Skill) 
  • 
  Declare a Dodge (causes Deficiency, of all 
  attacks to this player until its next turn.) 
  • 
  Help on another player's turn (Gives the target 
  player Proficiency, on their next Primary Action) 
  • 
  Improvise- simply tell your GM what you would 
  like to do as an action to see if they can allow it 
  (Get creative!) *GM’s see “Rule of Cool”. 
   
  Bonus Action examples: 
  • 
  Attack with the off hand 
  • 
  Interact with an object 
  • 
  Switch Weapons 
  • 
  Talk to someone during combat 
  • 
  Special Ability (GM Discretion) 
  • 
  Cast a Spell (GM Discretion) 
  • 
  Any other minor type of action 
   
  Step 5: Continue following Initiative Turn Order until all 
  combatants are cleared from the battlefield. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Auricans Lair/Pregen Characters/Female Firemage.pdf