9 Brute 3, Drunken Master 5, Barbarian 1 Chandley Village Guard Tortle 48,000
9 Brute 3, Drunken Master 5, Barbarian 1 Chandley Village Guard Tortle 48,000
9 Brute 3, Drunken Master 5, Barbarian 1 Chandley Village Guard Tortle 48,000
Ubo
LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
● +11 STR -2 INT
PRO
81 +4 22
STRENGTH +2 DEX +4 WIS
Shield
+7 ● +7 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
+2
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Str saves in rage
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
-2
+3 Deception (Cha) Ki 5 SR Common Brewer's supplies
-2 History (Int) Rage (+2 melee damage) 2 LR Aquan
● +8 Insight (Wis)
7
+3 Intimidation (Cha)
-2 Investigation (Int)
WISDOM
+4 Medicine (Wis)
+3 Persuasion (Cha) Attack (2 attacks per action) Second Wind Deflect Missiles
CHARISMA -2 Religion (Int) Shell Defense Martial Arts (with Attack action) Slow Fall
+3 +2 Sleight of Hand (Dex) Flurry of Blows (after Attack action) Sentinel (after attack on ally)
BACKGROUND FEATURE
Barbarian, level 1:
◆ Rage (Barbarian 1, PHB 48) [+2 melee damage, 2× per long rest]
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min Tortle (+2 Strength, +1 Wisdom)
Adv. on Strength checks/saves (not attacks); resistance to bludgeoning/piercing/slashing Claws: I can use my claws to make unarmed strikes dealing 1d4
Stops if I end turn without attacking or taking damage since last turn, or unconscious slashing damage.
◆ Unarmored Defense (Barbarian 1, PHB 48) Hold Breath: I can hold my breath for up to 1 hour at a time.
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield Natural Armor: I have a base AC of 17, but I can't add my Dex to it
or wear armour.
Shell Defense: As an action, I can withdraw into my shell and gain +4
AC and adv. on Str and Con saves, but I count as prone, have speed
0, have disadv. on Dex saves, and can't take reactions. The only
action I can take is a bonus action to emerge from the shell.
CLASS FEATURES RACIAL TRAITS
EP
10 GP
PP
WEIGHT CARRIED
27.2 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
126 - 250 lb
Belt of Fire Giant Strength HEAVILY ENCUMBERED
Cloak of Protection 251 - 375 lb
Flame Tongue Quarterstaff 4 PUSH/DRAG/LIFT
SUBTOTAL 15 SUBTOTAL 4 SUBTOTAL 8 376 - 750 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Monk features:
◆ Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields FEAT: Sentinel PHB, page 169
◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point] Creatures I hit with opportunity attacks have 0 speed for this
After taking the Attack action, I can make 2 unarmed attacks as a bonus action turn. The Disengage action doesn't work on me. When a
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point] creature within 5 ft makes an attack against a target other than
As a bonus action, I can take the Dodge action me, I can use my reaction to make a melee weapon attack
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point] against the attacker.
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
◆ Stunning Strike (Ki Feature, PHB 79) [1 ki point] FEAT:
After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it
It has to succeed on a Con save or be stunned until the end of my next turn
FEAT:
FEAT:
FEATS
You have a +2 bonus to attack and damage rolls made with this
SUBTOTAL SUBTOTAL weapon.
EXTRA EQUIPMENT
ORGANIZATION
SYMBOL
Ubo is short and stout with olive green skin and black Ubo was born outside a small village on a tropical island. He was an only child and he never knew his parents
eyes. He has painted designs decorating his shell and as they died before he hatched. That didn't bother him however. When he was 12 he began training to learn
skin. He wears blue plating for decoration on his how to fight so he could protect the nearby village. He was loved in the village and he was incredibly kind and
chest and waist. he wears a brown sash around his trusted. One day however, he was invited to train at a monastery nearby. He reluctantly accepted as he didn't
back and a white rope tied around his waist. He want to leave the village to fend for itself but he could use the additional training. After years of training he
carries an elegant quarterstaff with carved designs on finally left the monastery to go back to protecting the village. The village welcomed him back with open arms
either end. He wears a dark wood round beaded but they had found another guard in his absence.
necklace and a smaller beaded bracelet.
APPEARANCE
-Extra attack
(2) Quarterstaff +13 - 1d8 + 2 [rage] + 1d4 [brute] + 9 bludgeoning
damage + 2d6 fire damage [flame tongue]
-Extra attack
(6) Quarterstaff +13 - 1d8 + 2 [rage] + 1d4 [brute] + 9 bludgeoning
damage + 2d6 fire damage [flame tongue]
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (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)
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