TEXT: Players Character 
  MOVE 
  BASE
  Character Name
  strength
  saving throw adjustments
  condition
  condition
  non-proficiency penalty
  Paralyzation/
  Poison-
  Petrification/
  Polymorph-
  Rod,Staff
  or Wand-
  Breath
  Weapon-
  Spells-
  intelligence
  wisdom
  dexterity
  consitution
  hit points
  charisma
  armor worn
  ac base
  condition of armor
  rear ac
  magical adj.
  dex adj.
  hit die type
  special adjustments
  (          )
  const. adj.
  rear atacks adjust
  totals:
  dex. adjust.
  surprise
  WEAPON IN HAND
  wounds:
  +
  PLAYER NAME
  CLASS:
  CONCEALED
  CLIMBING
  SPECIAL MOVE
  LISTENING
  VISION
  SECONDARY SKILL
  % HIT
  ADJ
  +/-
  +/-
  +/-
  +/-
  OPEN
  DOORS
  BEND
  BARS
  MAX #
  SPELLS
  NUMBER
  MIN #
  SPELLS
  % KNOW
  SPELL
  ADD.
  LANG.
  MAGICAL
  ATK. ADJ.
  SPELL
  BONUS
  % SPELL
  FAILURE
  DEFENSE
  ADJ.
  MISSILE
  ADJ.
  REACTION
  ADJ.
  HIT POINT
  ADJ.
  SYSTEM
  SHOCK
  RESURRECT.
  SURVIVAL
  REACTION
  ADJ.
  LOYALTY
  BASE
  SKELETON
  SPECIAL
  LICH
  GHOST
  *TRY ONCE ONLY PER LOCK OR TRAP
  VAMPIRE
  SPECTRE
  MUMMY
  WRAITH
  GHAST
  WIGHT
  SHADOW
  GHOUL
  ZOMBIE
  MAX. #
  HENCHIMEN
  DAM
  ADJ
  RACE:
  PATRON DEITY:
  PLACE OF ORIGIN:
  PATRON:
  SPECIAL ABILITIES:
  LEVEL:
  ALIGNMENT:
  RELIGION:
  DATE CHARACTER BEGAN
  CHARACTER
  saving throws:
  weapons of proficiency:
  combat adjustments:
  resistances:
  languages:
  detection:
  #
  ABILITIES
  S
  I
  W
  D
  C
  CH
  AC
  COMBAT
  SHIELDLESS AC
  WEAPON
  SPEED
  1ST
  2ND
  3RD
  4TH
  5TH
  6TH
  7TH
  8TH
  9TH
  9
  10
  8
  7
  6
  5
  4
  3
  2
  ADJUSTED TO HIT ARMOR CLASS
  SPELLS MEMORIZED PER LEVEL:
  # ATTACKS
  MORALE
  MODIFIER
  PICK
  POCKETS
  REMOVE/
  FIND TRAP*
  OPEN
  LOCKS*
  MOVE 
  SILENTLY
  HIDE IN 
  SHADOWS
  CLIMB
  WALLS
  READ
  LANGUAGE
  %
  %
  %
  %
  %
  %
  %
  %
  HEAR
  NOISE
  DAMAGE VS SIZE
  S-M/L
  MAG.
  ADJ.
  SPACE REQUIRED/
  RANGE
  condition
  condition
  damage adj.
  “to hit” adj.
  spells-
  -known
  turning
  undead:
  magic components:
  thieving skills:
  
  ITEM
  ITEM
  ITEM
  WEIGHT
  WEIGHT
  WEIGHT
  POSSESSIONS:
  CHARACTER NOTES
  ENCUMBRANCE:
  MAGIC ITEMS
  CARRYING
  CAPACITY:
  LOAD VS.
  MOVE RATE:
  PROVISIONS:
  WATER:
  WEALTH:
  TOTAL WEIGHT
  TOTAL VALUE
  EXPERIENCE POINTS:
  COPPER-
  SILVER-
  ELECTRUM-
  GOLD-
  PLATINUM-
  GEMS-
  COMBAT-
  OTHER-
  TREASURE-
  JEWELS-
  MISCELLANEOUS-
  AGE-
  APPARENT AGE
  COMPATRIOTS:
   ANIMAL COMPANIONS :
  UNNATURAL AGING
  COLOR OF:
  NAME
  NAME
  NOTES:
  NOTES
  NOTES
  RACE
  LEVEL
  LEVEL
  CLASS
  CLASS
  #
  #
  HAIR
  SEX
  WEIGHT
  GENERAL APPEARANCE:
  ADVENTURE COMPANY:
  HEIGHT
  EYES
  TOTAL WEIGHT CARRIED
  STR. ADJ.
  SUPPLY
  SUPPLY
  USED
  USED
  CONTAINER
  CONTAINER
  MAX. VOL.
  MAX. VOL.
  MAX. VOL.
  MAX. VOL.
  LOAD
  LOAD
  LOAD
  LOAD
  CONTAINER
  NEXT LEVEL GOAL
  TOTAL:+
  %
  CONTAINER
  -
  -
  -
  -
  -
  -
  -
  NORMAL = 1
  HEAVY = 3/4
  MAXIMUM = 1/4
  LOADED = 1/2
  FOLLOWER/HIRELINGE - ASSOCIATES/RELATIVES
  MOUNTS – ANIMAL COMPANIONS – FAMILIARS
  will
  I
  do herby
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Art of the Genre/Roslof Keep 1E Character Sheet.pdf