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15 Martial Warrior
Dabura
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King of Hell Demon Add: 195,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +12 STR +1 INT 0
PRO

17 Armor Unarmored Defense (Con) 0 lb

172 +5 22
Set Max HP
STRENGTH 0 +5 DEX +2 WIS 0
Shield 0 lb
+7 0 +7 CON
RESISTANCES
+7 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
5 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
Necrotic Poison
24 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
Fear, Charmed, Curse,
172
+5 ARMOR

+5 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

20 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Show 2nd DC
15 d8+7
ABILITY

CONSTITUTION SAVING THROWS FAILURES


30 SAVE DC

+7
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) 0 Light

PRO
Medium Heavy Shields
PRO

24 +2 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+6 Arcana (Int) 0 > Gather Ki (1d4 + Con) 1 LR
INTELLIGENCE +7 Athletics (Str) 0 > Ki Pool 20 SR LANGUAGES TOOLS & OTHERS

+1
+2 Deception (Cha) 0 > Common
+6 History (Int) 0 > Abyssal
+2 Insight (Wis) 0
12
>
+7 Intimidation (Cha) 0 >

+1 Investigation (Int) 0 >


WISDOM
+2 Medicine (Wis) 0 >

+2 +1 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis) 0
15 +2 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) 0 > Attack (2 attacks per action) Gather Ki (1d4 + Con) < Lightning Reflexes (2 per action) <

CHARISMA +1 Religion (Int) 0 > < <

+2 +5 Sleight of Hand (Dex)0 > < <

+5 Stealth (Dex) 0 > < <

+2 Survival (Wis) 0 > < <


15
Tool 0 > < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

12 PASSIVE WISDOM (PERCEPTION) 0 Ki Blast Dex 120ft +10 1d10+5 Force 0 0


>
1d10
DESCRIPTION Above weapon's weight: 0 lb
Unarmed Strike Str Melee +12 1d10+7 Bludgeoning 0 0
>
1d10
Above weapon's weight: 0 lb
SENSES Darkness Sword Str Melee +12 1d8+7 Slashing 0 0
>
Weight per ammo: 0 lb Weight per ammo: 0 lb Versatile (1d10) 1d8
NAME TOTAL NAME TOTAL Above weapon's weight: 3 lb
Drill Blast Dex 120ft +10 1d10+5 Piercing 0 0
>
Reload Reload On critical, blast hits next in line 1d10
Above weapon's weight: 0 lb
Necrotic Blast Dex 120ft +5 1d10+5 Necrotic 0 0
>
Target's max hp is reduced by ki cost (1) 1d10
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Choose Feature
Add Features
Step of the Wind: 1 ki for flight, 1 ki per hit during flight
Ki Wilder: Lesser haste, Focused Power, Flurry of Blows
Evasion

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS

Feature Name:

BACKGROUND FEATURE

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> > >
> > >
> > > SP
> > >
> > >
EP
> > >
> > >
> > > GP
> > >
> > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
121 - 240 lb Carrying
> > >
HEAVILY ENCUMBERED Capacity
> > >
241 - 360 lb
Multiplier

> > > PUSH/DRAG/LIFT


1
SUBTOTAL SUBTOTAL SUBTOTAL 361 - 720 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

WEIGHT

> MAGIC ITEM: Attuned 0 lb

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Dabura
GENDER AGE SIZE HEIGHT WEIGHT

ALIGNMENT FAITH HAIR EYES SKIN


CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

LIFESTYLE DAILY PRICE

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME
SAVE SAVE
MODS 0 to all Saves MODS
F
Use Dice
0 0 Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
0 DEX WIS 0
0 CON CHA 0 ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

DEXTERITY
0 0 0
>

DESCRIPTION 0 lb

INITIATIVE SPEED
0 0
>
LEVEL USED
0 lb

0 0
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0 lb
ATTACKS

0 to all Skills SKILL MODS


F EX
0
PRO

Acrobatics (Dex)

0
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int) 0
Athletics (Str) 0
Deception (Cha) 0
History (Int) 0
Insight (Wis) 0
Intimidation (Cha) 0
WISDOM Investigation (Int) 0
Medicine (Wis) 0
Nature (Int) 0
Perception (Wis) 0
Performance (Cha) 0
CHARISMA Persuasion (Cha) 0
Religion (Int) 0 FEATURES TRAITS
Sleight of Hand (Dex)0
Stealth (Dex) 0
Survival (Wis) 0
SKILLS

PASSIVE WISDOM (PERCEPTION) 0

SENSES

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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Dabura OF 14 OF 8

14 8 0 0 0 SLOTS
SPELL 0 0 0 0
CHARACTER NAME

KI TECHNIQUES Constitution 7 +12 DC 20


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

KI TECHNIQUES

> Drill Blast Blast deals piercing damage, on critical hit blast hit a target 5ft beyond the first for 1/2 damage
> Ballistic Blast Blast deals bludgeoning damage, STR save or knocked prone, fail by 5 knock back x5 feet
> Knife and Spear Unarmed Strike can deal piercing, slashing, or bludgeoning
> Sapping Strike Unarmed strike, Con save or target suffers disadvantage on next attack
> Line Attack Ki Blast turns into 40ft line, all in range Dex save or take damage
> Cone Attack Ki blast turns into 30ft cone, those inside beyond 5ft must make a Dex save or take damage
> Elemental Attack Ki Blast, fire, ki blast deal fire damage, Dex save or target catches fire
> Elemental Attack Ki Blast, necrotic, ki blast reduces targets max hp
> Form Ki Weapon Ki Blast becomes a material weapon, can't use ki blast during use
> Counter Ranged Attack Ki blast can be used as a reaction to block another attack
> Improved Damage Melee, +1d6 damage
> Tracking Shot Ki Blast ignore cover
> Unbridled Power Replaces Focused Power, either advantage or +8 damage
> Sense Ki Flow Can gain a unique form of sight
> Charge Attack Increase damage dealt by ki blast
>
> Evil Impulse (Improved damage + elemental [necrotic] + Form Ki Weapon)
> Flame breath (Cone + Elemental)
> Stone Spit (Special)
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Cant move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see Two- TOTAL Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponents 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 doesnt 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. Cant 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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creatures SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.95 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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