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3 Mastermind
Veric
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
+1 STR ● +4 INT
PRO
Armor
+2
Set Max HP
STRENGTH ● +5 DEX +2 WIS
Shield
+1 +1 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
12 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves vs. +3 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light
PRO
● Medium Heavy Shields
PRO
+2
● +4 Deception (Cha) > Common Thieves' tools
+2 History (Int) > Thieves' Cant Disguise kit
● +4 Insight (Wis) Dwarven Forgery kit
15
>
SKILLS ACTIONS
FLAWS
When I need to, I can secure free passage on a sailing ship for
myself and my companions. I might sail on the ship I served on, or
another ship I have good relations with. Because I'm calling in a
favor, I can't be certain of a schedule or route that will meet my
every need. My companions and I are expected to assist the crew
during the voyage.
BACKGROUND FEATURE
Stone Camouflage:
I have advantage on Dexterity (stealth) checks to hide in rocky
terrain.
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.98 (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 v12.98 (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)