14,000 23,000 BACKGROUND EXPERIENCE NEXT LEVEL. Neutral Good. Tan RACE SIZE GENDER AGE HEIGHT WEIGHT SKIN EYES HAIR PROFICIENCY BONUS SKILL NAME
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1 Brother Osho RACTER 6 6 Human Medium Male 0 5'5" 40 lb LEVEL ENGTH TERITY CON CONSTITUTION ELLIGENCE DOM HP HIT POS RISMA SCORE ACROBATICS = ARCANA = INSIGHT = 7 INVESTIGATION = HD 6 HIT DICE MAX TEMPORARY REMAINING TOTAL 0 7 TOTAL 0 4 Hermit Way of the Open Hand 7 NATURE = 0 PASS FAIL 4,000 3,000 DEATH ROLLS Neutral Good DECEPTION = 3 TEMP SCORE SHIELD HEALTH & TERITY OTHER TEMP BACKGROUND EXPERIENCE NEXT LEVEL CLASS SUBCLASS ALIGNMENT RACE SIZE GENDER AGE HEIGHT SKIN EYES HAIR AC 7 = 3 4 CLASS SHIELD ABILITIES SAVING THROW 3 3 MOD 6d SAVING THROWS USED HIT DICE RESISTANCE ENGTH PROFICIENCY REDUCTION STEALTH OTHER Tan SKILL ANIMAL HANDLING ATHLETICS HISTORY IMIDATION MEDICINE PERCEPTION PERFORMANCE PERSUASION RELIGION SLEIGHT OF HAND STEALTH SURVIVAL All Simple Unarmed strike Short sword Normal Brown PROFICIENCY WEAPONS Duke PLAYER v.64 RELIGION / PATRON / DEITY PROFICIENT SKILL PROFICIENCY 7 = = 3 = 0 = 0 0 = 0 = 3 = 3 0 = 0 = 6 = 3 3 = 6 = = 0 0 = = 3 4 = 4 7 = = SKILLS PROFICIENCIES Shaved (Brown) TOOLS Calligrapher's supplies Herbalism kit OTHER LANGUAGES Common Dwarvish Elvish ACTIONS INITIATIVE ATTACKS PER ACTION 4 TOTAL TOTAL = = 4 TERITY STANDARD OTHER EXTRA ATTACKS SPEED NORMAL PERCEPTION PASSIVE 55 ft 6 TOTAL INSPIRATION 0 = BASE 6 PERCEPTION SKILL OTHER 0/60 ATTACK Spear d65 proficient, thrown, versatile (d), martial arts, underwater piercing EQUIPMENT WORN HEAD HANDS HEADBAND, HAT, HELMET, OR PHYLACTERY GLOVES OR GAUNTLETS ATTACK Unarmed strike proficient, martial arts 7 d64 bludgeoning EYES EYE LENSES OR GOGGLES ARMS / WRISTS BRACERS OR BRACELETS 0/60 ATTACK 3 Dagger 7 d64 proficient, finesse, light, thrown, martial arts, underwater piercing NECK AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB SHOULDERS CLOAK, CAPE OR MANTLE BODY ROBE OR SUIT OF TORSO VEST, VESTMENT, OR SHIRT ATTACK 4 RINGS RIGHT HAND WAIST BELT OR GIRDLE RINGS LEFT HAND FEET BOOTS, SHOES, OR SLIPPERS ATTACK 5 CARRYING CAPACITY CURRENT UNENCUMBERED, SPEED 55 FT 30.3 lb COINAGE CARRYING PLATINUM (PP) 33 PLATINUM = 0 GOLD TOTAL ATTACK 6 ENCUMBERED SPEED 0 FT 5 00 lb 0 50 lb ENCUMBERED HEAVILY SPEED 0 FT DISADV. ON,, CON CHECKS, ATTACKS & SAVES lb PUSH, DRAG, LIFT PUSH OR DRAG ABOVE 50 LB SPEED DROPS TO 5 FT GOLD (GP) GOLD = ELECTRUM ELECTRUM (EP) ELECTRUM = 5 SILVER SILVER (SP) SILVER = 0 COPPER COPPER (CP)
2 POSSESSION ON PERSON ITEM GEAR Spear of Lightning 3.0 lb Kukri of the Scout (Delver, Compass, Beacon).0 lb Dagger (Poinard*).0 lb Sending Stones 3.0 lb U Goggles of Eversight 0. lb Deck of Illusions 0.0 lb U Potion of Healing 4.0 lb C Potion White (hex bottle) 0.5 lb Potion Grey 0.5 lb Potion Green Potion Blue 0.5 lb 0.5 lb Boots of Striding and Springing.5 lb UA Necklace (Vaegog temple to technology).0 lb Bracelet Meditation Beads.0 lb Tattoo Kit (Caligraphy).5 lb Map of World 0.5 lb Bag of Gems.0 lb Magic Ring? Wand of Magic Missile () 0.0 lb.0 lb Wand of Cure Light Wounds ().0 lb Lock Picks, Crank.0 lb Backpack 3.0 lb Frost Brand (Long sword) 3.0 lb VA ATTUNED MAGICAL ITEMS POSSESSION NOT ON PERSON QTY LOCATION LOCATION ITEM QTY LOCATION QTY TOTAL CARRIED 30.3 lb CARRYING 34 COINS (0.7 lb) RACE, BACKGROUND, CLASS & FEATS RACE: Human Two different ability scores of your choice increase by Gain proficiency in one skill of your choice Gain one feat of your choice Size: Medium Speed: 30ft Languages: Common, one additional language BACKGROUND: Hermit Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history... Life Of Seclusion: Skills: Medicine, Religion Tools: Herbalism kit Languages: One of your choice CLASS: Armor: Weapons: Simple weapons, short sword Tools: Choose one type of artisan's tools or one musical instrument Saves: Strength, Dexterity Skills: Choose from Acrobatics, Athletics, History, Insight, Religion and Stealth Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 7 Martial Arts When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action Ki (6 points DC4) Flurry of Blows Spend ki point immediately after taking the Attack action to make two unarmed strikes as a bonus action. Patient Defense Spend ki point to take the Dodge action as a bonus action. Step of the Wind Spend ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn Deflect Missiles Use your reaction to deflect or catch a missile when hit by a ranged weapon, the damage is reduced by d00. If damage is reduced to 0 and the missile is small enough for one hand and you have at least one hand free, you catch the weapon or ammunition. If you catch the missle in this way you can: Spend ki point to make a ranged attack (0/60ft, proficient) using it as part of the same reaction Stunning Strike Spend ki point on a hit to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn KiEmpowered Strikes Unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage Unarmored Movement Your speed increases by 5ft while wearing no armor or wielding a shield Monastic Tradition (Way of the Open Hand) Monastic Tradition Feature (Open Hand Technique) When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one of the following effects: It must succeed on a Dexterity saving throw or be knocked prone It must make a Strength saving throw. If it fails, you can push it up to 5ft away from you It can t take reactions until the end of your next turn Slow Fall Use your reaction when you fall to reduce any falling damage by 30 Ability Score Improvement / Feat: Level 4 Extra Attack Monastic Tradition Feature (Wholeness of Body) As an action, you can regain hit points and can do this again after a long rest v.64 HERO POS RACTER NOTES REMAINING TOTAL PERSONALITY TRAITS I am eager to share my master's wisdom and teachings. SCORE IMPROVEMENT & FEATS Mobile Human Your speed increases by 0ft When using the Dash action, difficult terrain doesn t cost extra movement on that turn When making a melee attack against a creature, you don t provoke opportunity attacks from it for the rest of the turn, whether you hit or not Ability Score Improvement 4 Increase one ability score of your choice by, or increase two ability scores of your choice by HONOR: SANITY: GEMSTONES IDEAL SelfKnowledge. If you know yourself, there s nothing left to know. (Any) ART OBJECTS BOND Should my discovery come to light, it could bring ruin to the world. FLAW Now that I've returned to the world, I enjoy its delights a little too much.
3 RACTER PORTRAIT FAMILIAR OR ANIMAL COMPANION v.64 HP CON AC SENSES SKILLS ATTACKS SPEED SIZE RACTER BACKSTORY Osho knows very little of his origins. He has never met his family or people. At a young age, he was adopted by Master Dai'Osho from an orphage. He has spent the majority of his life acting as the eyes, ears, and mouth of his master. They have lived the life of poor travelers as Dai'Osho has been searching all of Forin on his personal quest. Osho has learned the personal philosophies of his master, which includes a physical curriculum that likely exceeds even that of elite Gracian shock tr Months ago, Master Dai'Osho disappeared. Osho spend over a month trying to find him, but no trace was uncovered. With little to go on, he has struck out on his own and is finding that his itinerant lifestyle and minimal interactions with the general public has left him s unprepared TRAITS EXHAUSTION LEVEL EFFECT (CUMULATIVE) CURRENT LEVEL Disadvantage on ability checks Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death Finishing a long rest reduces your exhaustion level by, provided that you have also ingested some food and drink. FACTION: RANK: 0 ALLIES & ORGANIZATIONS RENOWN: CONDITIONS BLINDED You can t see and automatically fails any ability check that requires sight. Attack rolls against you have advantage, and your attack rolls have disadvantage. RMED The charmer has advantage on any ability check to interact socially with you. You can't attack the charmer or target the charmer with harmful abilities or magical effects. DEAFENED You can t hear and automatically fail any ability check that requires hearing. FRIGHTENED You have disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. You can t willingly move closer to the source of its fear. GRAPPLED Your speed becomes 0, and you can't benefit from any bonus to your speed. The condition ends if the grappler is incapacitated. The condition ends if an effect removes you from the reach of the grappler or grappling effect, such as if you are hurled away by the thunderwave spell. ADVENTURE NOTES INCAPACITATED You can t take actions or reactions. INVISIBLE You are impossible to see without the aid of magic or a special sense. For the purpose of hiding, you are heavily obscured. Your location can be detected by any noise you make or any tracks you leave. Attack rolls against you have disadvantage, and your attack rolls have advantage. PARALYZED You are incapacitated and can t move or speak. You automatically fail Strength & Dexterity saving throws. Attack rolls against you have advantage. Any attack that hits you is a critical hit if the attacker is within 5ft of you. PETRIFIED You are transformed, along with any nonmagical objects you are wearing or carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease to age. You are incapacitated, unaware of your surroundings and can t move or speak. Attack rolls against you have advantage. You automatically fail Strength & Dexterity saving throws. You have resistance to all damage. You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized. POISONED You have disadvantage on attack rolls and ability checks. PRONE Your only movement is to crawl, unless you stand up and thus end the condition. You have disadvantage on attack rolls. Attack rolls against you have advantage if the attacker is within 5ft of you. Otherwise, the attack roll has disadvantage. REAINED Your speed becomes 0, and you can't benefit from any bonus to your speed. Attack rolls against you have advantage, and your attack rolls have disadvantage. You have disadvantage on Dexterity saving throws. STUNNED You are incapacitated, can't move, and can speak only falteringly. You automatically fail Strength and Dexterity saving throws. Attack rolls against you have advantage. UNCONSCIOUS You are incapacitated, unaware of your surroundings and can t move or speak. You drop whatever you are holding and fall prone. You automatically fail Strength and Dexterity saving throws. Attack rolls against you have advantage. Any attack that hits you is a critical hit if the attacker is within 5ft of you.
4 Brother Osho, 6 (Way of the Open Hand) Medium humanoid (human), neutral good CLASS 7 SCORES SAVING THROWS SKILLS ACROBATICS 7 ANIMAL HANDLING 3 ARCANA ATHLETICS 0 DECEPTION 0 HISTORY RESISTANCES SENSES LANGUAGES L RACTER SUMMARY HIT POS 4 REMAINING CON 0 (0) (4) 4 () () 7 (3) 0 (0) passive Perception 6 Common, Dwarvish, Elvish INSIGHT 3 PERFORMANCE 0 IMIDATION 0 PERSUASION 0 INVESTIGATION RELIGION MEDICINE 6 SLEIGHT OF HAND 4 NATURE STEALTH 7 PERCEPTION 6 SURVIVAL 3 ACTIONS ATTACKS INITIATIVE 4 SPEED 55 ft Spear Simple Melee: to hit, range 0/60. Hit: d65 piercing Properties: proficient, thrown, versatile (d), martial arts, underwater Unarmed strike Unarmed Melee: 7 to hit, range. Hit: d64 bludgeoning Properties: proficient, martial arts Dagger Simple Melee: 7 to hit, range 0/60. Hit: d64 piercing Properties: proficient, finesse, light, thrown, martial arts, underwater SPELLCASTING DC #REF! SPELLS ARED/KNOWN SPELL SLOTS ¹ ## ² ## ³ ## ⁴ ## ⁵ ## ⁶ ## ⁷ ## ⁸ ## ⁹ ## SPELLS USED CAST DURATION COMPONENT RACE, BACKGROUND, CLASS & FEATS RACE: Human Two different ability scores of your choice increase by Gain proficiency in one skill of your choice Gain one feat of your choice Size: Medium Speed: 30ft Languages: Common, one additional language BACKGROUND: Hermit Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history... Life Of Seclusion: Skills: Medicine, Religion Tools: Herbalism kit Languages: One of your choice CLASS: Armor: Weapons: Simple weapons, short sword Tools: Choose one type of artisan's tools or one musical instrument Saves: Strength, Dexterity Skills: Choose from Acrobatics, Athletics, History, Insight, Religion and Stealth Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 7 Martial Arts When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action Ki (6 points DC4) Flurry of Blows Spend ki point immediately after taking the Attack action to make two unarmed strikes as a bonus action. Patient Defense Spend ki point to take the Dodge action as a bonus action. Step of the Wind Spend ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn Deflect Missiles Use your reaction to deflect or catch a missile when hit by a ranged weapon, the damage is reduced by d00. If damage is reduced to 0 and the missile is small enough for one hand and you have at least one hand free, you catch the weapon or ammunition. If you catch the missle in this way you can: Spend ki point to make a ranged attack (0/60ft, proficient) using it as part of the same reaction Stunning Strike Spend ki point on a hit to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn KiEmpowered Strikes Unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage Unarmored Movement Your speed increases by 5ft while wearing no armor or wielding a shield Monastic Tradition (Way of the Open Hand) Monastic Tradition Feature (Open Hand Technique) When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one of the following effects: It must succeed on a Dexterity saving throw or be knocked prone It must make a Strength saving throw. If it fails, you can push it up to 5ft away from you It can t take reactions until the end of your next turn Slow Fall Use your reaction when you fall to reduce any falling damage by 30 Ability Score Improvement / Feat: Level 4 Extra Attack Monastic Tradition Feature (Wholeness of Body) As an action, you can regain hit points and can do this again after a long rest SCORE IMPROVEMENT & FEATS Mobile Human Your speed increases by 0ft When using the Dash action, difficult terrain doesn t cost extra movement on that turn When making a melee attack against a creature, you don t provoke opportunity attacks from it for the rest of the turn, whether you hit or not Ability Score Improvement 4 Increase one ability score of your choice by, or increase two ability scores of your choice by v.64
5 VERSION.64 OPTIONS R ALL DETAILS SHOW / HIDE RACE BACKGROUND CLASS FEATS ForgedAnvil VARIANT ENCUMBRANCE COLOUR CODE LANGUAGE EN BA RACTER GENERATOR HERO POS FACTIONS CL RACE: Human USED WITH DUNGEONS & DRAGONS 5th EDITION VARIANT HUMAN VARIANT SCORES AB Two different ability scores of your choice increase by PROFICENCY DICE RESET CUSTOM Gain proficiency in one skill of your choice CLICK THE ANVIL TO DOWNLOAD THE LATEST VERSION RESET ALL: CTRLSHIFTS [REQUIRES EXCEL 0006] CHECK RESET CUSTOM TO CLEAR CUSTOM WORKSHEET Gain one feat of your choice Size: Medium. SCORES Speed: 30ft Languages: Common, one additional language FEAT & LEVEL GAINS SAVING THROWS RACIAL CLASS MAGIC FINAL ROLL A A SCORE PROFICIENCY OVERRIDE ADJUSTMENT ENGTH BACKGROUND: Hermit TERITY Feature: Discovery CONSTITUTION 4 4 The quiet seclusion of your extended hermitage gave you access to a unique and powerful ELLIGENCE discovery. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You DOM might have uncovered a fact that has long been forgotten, or unearthed some relic of the RISMA past that could rewrite history... HUMAN 0 Life Of Seclusion: A PROFICIENCY ADJUSTMENT Skills: Medicine, Religion INITIATIVE ADJUSTMENT Tools: Herbalism kit Languages: One of your choice. CLASS & LEVEL 3. RACTER DETAILS 6. LANGUAGES [SELECT OR YOUR OWN] SCRIPT CLASS: LEVEL EXPERIENCE NEXT LEVEL PLAYER Duke Common Common Armor: 6 4,000 3,000 CAMPAIGN Dwarvish Dwarvish Weapons: Simple weapons, short sword REGION 3 Elvish Elvish Tools: Choose one type of artisan's tools or one musical instrument LEVEL CLASS HIT DICE DICE ROLL RACTER Brother Osho 4 Saves: Strength, Dexterity d onk RACE Human 5 Skills: Choose from Acrobatics, Athletics, History, Insight, Religion and Stealth d SUBRACE 6 Unarmored Defense 3 d 7 SIZE Medium OVERRIDE 7 While you are wearing no armor and not wielding a shield, your AC equals 7 4 d 5 SPEED 55 ft MOBILE FEAT ADJUSTMENT Martial Arts 5 d 5 VISION Normal OVERRIDE 9 When you use the Attack action with an unarmed strike or a monk weapon on your turn, you 6 d 3 BACKGROUND Hermit 0 can make one unarmed strike as a bonus action 7 #N/A FEATURE Discovery Ki (6 points DC4) #N/A Life LIFE OF SECLUSION [SELECT OR YOUR OWN] Flurry of Blows 9 #N/A Spend ki point immediately after taking the Attack action to make two unarmed strikes as 3 a bonus action. 0 #N/A PERSONALITY TRAITS [SELECT OR YOUR OWN] 4 Patient Defense 5 I am eager to share my master's wisdom and teachings. Spend ki point to take the Dodge action as a bonus action. Step of the Wind 3 SELECTED 3 OF 3 Spend ki point to take the Disengage or Dash action as a bonus action, and your jump 4 distance is doubled for the turn 5 IDEAL [SELECT OR YOUR OWN] RACE () Deflect Missiles 6 Common, one additional language SelfKnowledge. If you know yourself, there s nothing left to know. (Any) Use your reaction to deflect or catch a missile when hit by a ranged weapon, the damage is 7 reduced by d00. If damage is reduced to 0 and the missile is small enough for one hand BOND [SELECT OR YOUR OWN] BACKGROUND () and you have at least one hand free, you catch the weapon or ammunition. If you catch the 9 One of your choice missle in this way you can: Should my discovery come to light, it could bring ruin to the world. 0 Spend ki point to make a ranged attack (0/60ft, proficient) using it as part of the same reaction ADDITIONAL HIT POS FLAW [SELECT OR YOUR OWN] CLASS (0) Stunning Strike Spend ki point on a hit to attempt a stunning strike. The target must succeed on a Constitution Now that I've returned to the world, I enjoy its delights a little too much. CLASS LEVEL HP saving throw or be stunned until the end of your next turn 6 4 GENDER Male SUBCLASS (0) KiEmpowered Strikes CLASS AGE 0 Unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks CLASS 3 Humans reach adulthood in their late teens and live less than a century and damage TOTAL 6 4 TRAINING Unarmored Movement Your speed increases by 5ft while wearing no armor or wielding a shield SUBCLASS HEIGHT 4' '' d0 5'5" FEATS (0) Monastic Tradition (Way of the Open Hand) Monastic Tradition Way of the Open Hand 0 lb d0 x d4 40 lb Monastic Tradition Feature (Open Hand Technique) When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one SUBCLASS SKIN Tan of the following effects: SUBCLASS 3 EYES Brown It must succeed on a Dexterity saving throw or be knocked prone ## Druid Land Origin HAIR Shaved (Brown) It must make a Strength saving throw. If it fails, you can push it up to 5ft away from you ## Draconic Ancestry ALIGNMENT Neutral Good It can t take reactions until the end of your next turn ## Warlock Pact Boon Neutral good folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. Slow Fall Use your reaction when you fall to reduce any falling damage by 30 FIGHTING STYLES RELIGION / PATRON / DEITY [SELECT OR YOUR OWN] 7. TOOLS Ability Score Improvement / Feat: Level 4 STYLE Defense ; Alignment: ; Domains: [SELECT OR YOUR OWN] Extra Attack Symbol: STYLE Calligrapher's supplies Monastic Tradition Feature (Wholeness of Body) STYLE 3 FACTION [SELECT OR YOUR OWN] Herbalism kit As an action, you can regain hit points and can do this again after a long rest STYLE 4 RENOWN RANK [SELECT OR YOUR OWN] 3 4 SCORE IMPROVEMENT & FEATS EXPERTISE 5 Mobile Human EXPERTISE 4. SKILLS 6 Your speed increases by 0ft EXPERTISE ADJUST PROF ADJUST PROF 7 When using the Dash action, difficult terrain doesn t cost extra movement on that turn EXPERTISE 3 ACROBATICS () 7 MEDICINE () 6 When making a melee attack against a creature, you don t provoke opportunity attacks EXPERTISE 4 ANIMAL HANDLING () 3 NATURE () 9 from it for the rest of the turn, whether you hit or not ARCANA () PERCEPTION () 6 0 Ability Score Improvement 4 BARBARIAN TOTEM SPIRITS ATHLETICS () 0 PERFORMANCE () 0 Increase one ability score of your choice by, or increase two ability scores of your choice by TOTEM SPIRIT TOTEM SPIRIT TOTEM SPIRIT 3 DECEPTION () 0 PERSUASION () 0 HISTORY () RELIGION () INSIGHT () 3 SLEIGHT OF HAND () 4 IMIDATION () 0 STEALTH () 7 CLERIC KNOWLEDGE DOMAIN SKILLS INVESTIGATION () SURVIVAL () 3 SKILL SKILL FIGHTER BATTLE MASTER MANEUVERS MANEUVER MANEUVER MANEUVER 3 MANEUVER 4 MANEUVER 5 MANEUVER 6 MANEUVER 7 MANEUVER MANEUVER 9 MANEUVER 0 MANEUVER RACE () SELECTED 5 OF 5 One of your choice BACKGROUND () Medicine, Religion CLASS () Choose from Acrobatics, Athletics, History, Insight, Religion and Stealth 4 5 RACE (0) BACKGROUND () Herbalism kit CLASS () SUBCLASS (0) TRAINING SELECTED OF Choose one type of artisan's tools or one musical instrument 3 MONK ELEMENTAL DISCIPLINES SUBCLASS (0) FEATS DISCIPLINE DISCIPLINE DISCIPLINE 3 DISCIPLINE 4 R FAVORED ENEMIES ENEMY ENEMY FEATS 0 ENEMY 3. COINAGE CARRIED TOTAL EXNGE R NATURAL EXPLORER Platinum (PP) 33 PP = 0 GP TERRAIN Gold (GP) GP = EP TERRAIN Electrum (EP) EP = 5 SP TERRAIN 3 Silver (SP) SP = 0 CP Copper (CP) R HUNTER FEATURES CARRYING 34 COINS (0.7 lb) FEATURE FEATURE FEATURE 3 5. SCORE IMPROVEMENT & FEATS ADDITIONAL DETAILS FEATURE 4 ELEMENTAL ADEPT WEAPON MASTER MAGIC INITIATE ## Human Mobile Class Sorcerer WARLOCK ELDRITCH INVOCATIONS ## 4 Ability Score Improvement Cantrip INVOCATION ## FEAT Cantrip INVOCATION ## FEAT Level INVOCATION 3 ## FEAT 5 5 INVOCATION 4 ## FEAT 6 RITUAL CASTER INVOCATION 5 ## FEAT 7 Class INVOCATION 6 ## FEAT INVOCATION 7 ## Additional INVOCATION ## Additional Class ADDITIONAL Cantrip WIZARD TRANSMUTER STONE EQUIP STONE BENEFIT FEAT LOOKUP Mobile PREREQUISITE: NONE You are exceptionally speedy and agile. You gain the following benefits: WIZARD BLADESINGER Your speed increases by 0 feet. H MELEE WEAPON When you use the Dash action, difficult terrain doesn t cost you extra movement on that turn. When you make a melee attack against a creature, you don t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
6 9. EQUIPMENT WORN 0. & SHIELD. ATTACKS SHIELD ATTACK ATTACK ATTACK 3 ATTACK 4 ATTACK 5 ATTACK 6 HEAD WEAPON Spear Unarmed strike Dagger HEADBAND, HAT, HELMET, OR PHYLACTERY EYES EYE LENSES OR GOGGLES GROUP NECK 3 PROFICIENT Spear Unarmed strike Dagger AMULET, BROOCH, MEDALLION, PERIAPT 4 CLASS 3 0 GROUP Simple Melee Unarmed Melee Simple Melee 5 4 PROFICIENT proficient proficient proficient SHOULDERS 6 ENGTH ATTACK 7 7 CLOAK, CAPE OR MANTLE 7 STEALTH d65 d64 d64 piercing bludgeoning piercing RINGS 9 0/60 0/60 RIGHT HAND 3 lb lb proficient, thrown, versatile proficient, martial arts proficient, finesse, light, RINGS (d), martial arts, thrown, martial arts, LEFT HAND OVERRIDES underwater underwater HANDS GLOVES OR GAUNTLETS GROUP OVERRIDES ARMS / WRISTS PROFICIENT CLASS BRACERS OR BRACELETS ENGTH GROUP BODY STEALTH PROFICIENT ROBE OR SUIT OF ATTACK TORSO VEST, VESTMENT, OR SHIRT WAIST BELT OR GIRDLE OTHER FEET BOOTS, SHOES, OR SLIPPERS FIGHTING STYLE: DEFENSE RESISTANCE REDUCTION OVERRIDES
7 CLASS FEATURES ADDITIONAL CANTRIPS Cantrip Cantrip Cantrip 3 Cantrip 4 Cantrip 5 Cantrip 6 THESE SPELLS WILL BE ADDED TO THE SPELL LISTS BELOW BARD MAGICAL SECRETS CLERIC DEATH SORCERER METAMAGICS WARLOCK PACT OF THE TOME WIZARD SPELL MASTERY ARCANE TRICKSTER SPELLS ELDRITCH KNIGHT SPELLS Lore Cantrip 3rd Empowered Spell Cantrip st 3rd 3rd Lore 3rd Quickened Spell Cantrip nd th th 5th CLERIC NATURE 0th Cantrip 3 4th 4th 5th Cantrip 7th WIZARD SIGNATURE SPELLS 0th 0th 7th 3rd 7th CLERIC ARCANA 3rd 9th Cantrip 9th Cantrip 6th 7th th 9th SPELLCASTING SPELLS ARED / KNOWN ARED / KNOWN 0 OF 0 THE OF THE SPELL FOR SPELLS NOT IN YOUR CLASS LIST SPELLCASTING LEVEL PACT MAGIC LEVEL SPELLS ARED / KNOWN CANTRIPS KNOWN 0 OF 0 LEVEL LEVEL 3 LEVEL 3 3 ADDITIONAL SPELL SAVE DC LEVEL 4 ADJUSTMENT SPELLS PER DAY st nd 3rd 4th 5th 6th 7th th 9th SPELL RECOVERY LEVELS SORCERY POS FAMILIAR OR ANIMAL COMPANION / WILD SHAPE ANIMAL AC HP CON SIZE SPEED SKILLS SENSES ATTACKS TRAITS 3 3 OVERRIDES ANIMAL AC HP CON LEVEL 5 LEVEL 6 LEVEL LEVEL 7 LEVEL 9 SIZE SPEED SKILLS SENSES ATTACKS TRAITS AC HP CON SIZE WILDSHAPE SPELL LOOKUP LOOKUP DESCRIPTION LOOKUP DESCRIPTION ᴿ ᶜᵒᶰ RITUAL CONCENTRATION
8 RACE RACE RACE RACE 3 Name Name Name Size Size Size Speed Speed Speed Vision Vision Vision Skills Skills Skills Tools Tools Tools Languages Languages Languages Height Height Height Weight x Weight x Weight x Age Age Age Ability Score Adjustment Ability Score Adjustment Ability Score Adjustment CON CON CON Fixed Fixed Fixed Additional Additional Additional Trait Description Trait Description Trait Description Armor Class Armor Class Armor Class Base Bonus Base Bonus Base Bonus Weapon Proficiency Weapon Proficiency Weapon Proficiency Armor Proficiency Armor Proficiency Armor Proficiency Damage Resistance Damage Resistance Damage Resistance Spells Spells Spells BACKGROUND BACKGROUND BACKGROUND BACKGROUND 3 Name Name Name Feature Feature Feature Skills Skills Skills Tools Tools Tools Languages Languages Languages Personality Personality Personality Ideal Ideal Ideal Bond Bond Bond Flaw Flaw Flaw Specialty Specialty Specialty
9 RELIGION / PATRON / DEITY DEITY DEITY DEITY 3 DEITY 4 DEITY 5 Name Name Name Name Name Alignment Alignment Alignment Alignment Alignment Domains Domains Domains Domains Domains 3 3 Details Details Details Details Details Symbol Symbol Symbol Symbol Symbol DEITY 6 DEITY 7 DEITY DEITY 9 DEITY 0 Name Name Name Name Name Alignment Alignment Alignment Alignment Alignment Domains Domains Domains Domains Domains 3 3 Details Details Details Details Details Symbol Symbol Symbol Symbol Symbol SPELLS SPELL SPELL SPELL 3 SPELL 4 Name Name Name Name Level Level Level Level School Ritual School Ritual School Ritual School Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Range Duration Cost Range Duration Cost Range Duration Cost Range Duration Cost Material Components Material Components Material Components Material Components Description Description Description Description Short Description Short Description Short Description Short Description At Higher Levels At Higher Levels At Higher Levels At Higher Levels Class Class Class Class SPELL 5 SPELL 6 SPELL 7 SPELL Name Name Name Name Level Level Level Level School Ritual School Ritual School Ritual School Ritual Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Casting Time Concentration Components Range Duration Cost Range Duration Cost Range Duration Cost Range Duration Cost Material Components Material Components Material Components Material Components Description Description Description Description Short Description Short Description Short Description Short Description At Higher Levels At Higher Levels At Higher Levels At Higher Levels Class Class Class Class SUBCLASS SUBCLASS SUBCLASS SUBCLASS 3 Class Class Class Name Name Name Level Gains Level Gains Level Gains Level Level Level Skills Skills Skills Tools Tools Tools Languages Languages Languages Vision Vision Vision Speed Speed Speed Hit Points Hit Points Hit Points Armor Class Armor Class Armor Class Base Base Base Bonus Bonus Bonus Armor Proficiency Armor Proficiency Armor Proficiency Extra Attack Extra Attack Extra Attack Initiative Adjustment Initiative Adjustment Initiative Adjustment Weapon Proficiency Weapon Proficiency Weapon Proficiency Damage Resistance Damage Resistance Damage Resistance Spells Spells Spells ## ## ## 0 st 0 st 0 st 0 nd 0 nd 0 nd 0 3rd 0 3rd 0 3rd 0 4th 0 4th 0 4th 0 5th 0 5th 0 5th 0 6th 0 6th 0 6th 0 7th 0 7th 0 7th 0 th 0 th 0 th 0 9th 0 9th 0 9th
10 Saving Thow Proficiency Saving Thow Proficiency Saving Thow Proficiency Strength Strength Strength Dexterity Dexterity Dexterity Constitution Constitution Constitution Intelligence Intelligence Intelligence Wisdom Wisdom Wisdom Charisma Charisma Charisma
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Character Sheet Targus Martok Page Jason Targus Martok Great Elder 6,000 Character Name Level Class Paragon Path Epic Destiny Total XP Dwarf Medium 3 Male '8" 0 lb Lawful Good Vectron UTRPG Dark Sun Race
More informationCombat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.
Combat Skills Weapons Training: Close Warrior can use all close combat weapons, not just those on his list. This skill does not grant proficiency with shields. Dodge: Great Weapons Warrior has a 6+ ward
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