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15 Martial Warrior
Dabura
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LEVEL & CLASS PLAYER NAME
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SAVE SAVE
MODS 0 to all Saves MODS 0
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 +12 STR +1 INT 0
PRO
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
+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
+1
+2 Deception (Cha) 0 > Common
+6 History (Int) 0 > Abyssal
+2 Insight (Wis) 0
12
>
+7 Intimidation (Cha) 0 >
+2 Persuasion (Cha) 0 > Attack (2 attacks per action) Gather Ki (1d4 + Con) < Lightning Reflexes (2 per action) <
SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
Feature Name:
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
WEIGHT
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
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
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
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
> 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
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)