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5 Champion Ant
Defender Mallard
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F AC DESCRIPTION
+7 STR +2 INT
PRO
17 Armor Splint
49 +3 17
Set Max HP
STRENGTH +3 DEX +2 WIS
Shield
+4 +6 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
Magic
18 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) Light Medium Heavy Shields
PRO
PRO
+2
+1 Deception (Cha) > Common Leather Working
+2 History (Int) > Primordial Vehicles (land)
+2 Insight (Wis)
14
>
+1 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < <
CHARISMA +2 Religion (Int) > Butt end attack (after attack with polearm)
< <
>
IDEALS
BONDS
FLAWS
Since I come from the ranks of the common folk, I fit in among them
with ease. I can find a place to hide, rest, or recuperate among other
commoners, unless I have shown myself to be a danger to them.
They will shield me from the law or anyone else searching for me,
though they will not risk their lives for me.
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (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. 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)