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LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
● +11 STR -2 INT
PRO
79 +4 22
STRENGTH +2 DEX +4 WIS
Shield
+7 ● +7 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
-2
+3 Deception (Cha) Ki 5 SR Thieves' Cant Thieves' tools
-2 History (Int) Common Brewer's supplies
●● +12 Insight (Wis) Aquan Painter's Supplies
7
+3 Intimidation (Cha) Vehicles (land)
-2 Investigation (Int)
WISDOM
+4 Medicine (Wis)
+3 Persuasion (Cha) Attack (2 attacks per action) Second Wind Deflect Missiles
CHARISMA -2 Religion (Int) Shell Defense Martial Arts (with Attack action) Slow Fall
BACKGROUND FEATURE
Rogue, level 1:
◆ Expertise (Rogue 1, PHB 96) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level Tortle (+2 Strength, +1 Wisdom)
◆ Sneak Attack (Rogue 1, PHB 96) [1d6] Claws: I can use my claws to make unarmed strikes dealing 1d4
Once per turn, I can add damage to finesse/ranged attack if I have adv. slashing damage.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. Hold Breath: I can hold my breath for up to 1 hour at a time.
◆ Thieves' Cant (Rogue 1, PHB 96) Natural Armor: I have a base AC of 17, but I can't add my Dex to it
I know the secret rogue language that I can use to convey messages inconspicuously or wear armour.
Shell Defense: As an action, I can withdraw into my shell and gain +4
AC and adv. on Str and Con saves, but I count as prone, have speed
0, have disadv. on Dex saves, and can't take reactions. The only
action I can take is a bonus action to emerge from the shell.
CLASS FEATURES RACIAL TRAITS
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
126 - 250 lb
HEAVILY ENCUMBERED
251 - 375 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 376 - 750 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Monk features:
◆ Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields FEAT: Charger PHB, page 165
◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point] When taking the Dash action and moving 10 feet or more in a
After taking the Attack action, I can make 2 unarmed attacks as a bonus action straight line, I can immediately take a bonus action to make
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point] either one melee weapon attack with +5 damage or try to shove
As a bonus action, I can take the Dodge action the target up to 10 feet away.
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
◆ Stunning Strike (Ki Feature, PHB 79) [1 ki point] FEAT:
After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it
It has to succeed on a Con save or be stunned until the end of my next turn
FEAT:
FEAT:
FEATS
You have a +2 bonus to attack and damage rolls made with this
SUBTOTAL SUBTOTAL weapon.
EXTRA EQUIPMENT
ORGANIZATION
SYMBOL
APPEARANCE
-Extra attack
(2) Quarterstaff +13 - 1d8 + 1d6 [sneak attack] + 1d4 [brute] + 9 bludgeoning
damage + 2d6 fire damage [flame tongue]
(5) Quarterstaff +13 - 1d8 + 1d6 [sneak attack] + 1d4 [brute] + 9 bludgeoning
damage + 2d6 fire damage [flame tongue]
-Extra attack
(6) Quarterstaff +13 - 1d8 + 1d6 [sneak attack] + 1d4 [brute] + 9 bludgeoning
damage + 2d6 fire damage [flame tongue]
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)