Documente Academic
Documente Profesional
Documente Cultură
F AC DESCRIPTION
● +5 STR -1 INT
PRO
36 +2 18
Set Max HP
STRENGTH +2 DEX +1 WIS
2 Shield Kite Sheild
+3 ● +4 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
17 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +2 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+4 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
●
PRO
-1
+2 Deception (Cha) > Combat Superiority (d8) 4 SR Common WoodCutter
-1 History (Int) > Elvish
● +3 Insight (Wis)
9
>
+2 Persuasion (Cha) > Second Wind < Protection Fighting Style <
>
BONDS
FLAWS
BACKGROUND FEATURE
Target makes a Wis save or has disadv. vs. other targets until the end of my next turn
◆ Sweeping Attack (Maneuver, PHB 74)
Use after hitting a creature and a second creature is within 5 ft of the first
If the original attack roll hits this second creature, it takes the superiority die in damage
◆ Menacing Attack (Maneuver, PHB 74)
Use after hitting a creature; I add the superiority die to my attack's damage
Target makes a Wisdom save or is frightened of me until the end of my next turn > FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited 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)