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7 Ancestral Guardian
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TO CHANGE
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Kamau Botende LEVEL & CLASS PLAYER NAME

Sailor Human 23,000 Add: 34,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
● +6 STR 0
PRO

INT
13 Armor Unarmored Defense (Con)

72 +3 17
Set Max HP
STRENGTH +2 DEX -1 WIS
2 Shield Wooden Shield

+3 ● +6 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
Bludgeon. (in rage)
16 Piercing (in rage)
Misc
Temporary Hit Points: Misc

+2
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Str saves in rage; Adv. on

+2 Dex saves vs. seen effects CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
7 d12+3 30 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


40 ft SAVE DC

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

16 -1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
0 Arcana (Int) > Rage (+2 melee damage) 4 LR
INTELLIGENCE ● +6 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

0
+1 Deception (Cha) > Chultan Navigator's tools
0 History (Int) > Common Vehicles (water)
-1 Insight (Wis) Tabaxi
10
>
● +4 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
-1 Medicine (Wis) >

-1 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +2 Perception (Wis)
8 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +4 Persuasion (Cha) > Attack (2 attacks per action) Rage (start/end) < Spirit Shield (in Rage) <

CHARISMA 0 Religion (Int) > < <

+1 +2 Sleight of Hand (Dex) > < <

+2 Stealth (Dex) > < <

● +2 Survival (Wis) > < <


13 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Assegai (Spear) ✔ Str Melee, 20/60 ft +6 1d6+3 Piercing
>
Thrown, versatile (1d8)
DESCRIPTION

Hunga Munga (Hand Axe) ✔ Str Melee, 20/60 ft +6 1d6+3 Slashing


>
Light, thrown
SENSES Ikakalaka (Shortsword) ✔ Str Melee +6 1d6+3 Piercing
>
Finesse, light
NAME TOTAL NAME TOTAL
Spears 1 Handaxes 1 Ngulu (Longsword) ✔ Str Melee +6 1d8+3 Slashing
>
Reload Reload Versatile (1d10)

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Choose Feature
Add Features
Ancestral Guardian, level 7:
◆ Rage (Barbarian 1, PHB 48) [+2 melee damage, 4× per long rest] My friends know they can rely on me, no matter what. I enjoy
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min sailing into new ports and making new friends over a flagon of
Adv. on Strength checks/saves (not attacks); resistance to bludgeoning/piercing/slashing ale.
Stops if I end turn without attacking or taking damage since last turn, or unconscious
◆ Unarmored Defense (Barbarian 1, PHB 48) PERSONALITY TRAITS
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
◆ Danger Sense (Barbarian 2, PHB 48) Respect: The thing that keeps a ship together is mutual respect
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated) between captain and crew. (Good)
◆ Reckless Attack (Barbarian 2, PHB 48)
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn IDEALS
◆ Ancestral Protectors (Path of the Ancestral Guardian 3, XGtE 10)
While raging, the first creature I hit with an attack on my turn becomes distracted I'll always remember my first ship.
While distracted, it has disadvantage on attack rolls that don't target me
In addition, everybody but me counts as having resistance to all of the target's attacks
This lasts until the start of my next turn, or until my rage ends
BONDS
◆ Fast Movement (Barbarian 5, PHB 49)
I gain +10 ft speed when I'm not wearing heavy armor
Once someone questions my courage, I never back down no
◆ Spirit Shield (Path of the Ancestral Guardian 6, XGtE 10) [2d6 damage reduced]
matter how dangerous the situation.
As a reaction while raging when an ally I see within 30 ft is damaged, I can reduce it
My guardian spirits reduce the damage by an amount equal to the roll of the dice
FLAWS
◆ Feral Instinct (Barbarian 7, PHB 49)
I get adv. on Initiative; I can enter rage to act normally on the first turn when surprised

Feature Name: Ship's Passage

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

Human (+1 to two different ability scores of my choice)

Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> > > CP

> > >


> > >
SP
> > >
> > >
> > > EP

> > >


>
>
>
>
>
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4 GP

> > >


> > > PP

> > >


WEIGHT CARRIED
> > >
16 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
81 - 160 lb
> > >
HEAVILY ENCUMBERED
> > >
161 - 240 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
> FEAT: Durable Human bonus feat [PHB 166]

When I roll a hit die to regain hit points, the minimum number
of hit points I regain from the roll equals twice my Constitution
modifier (minimum of 2). [+1 Constitution]

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Male 22 Medium 6' 1" 212 lbs
Kamau Botende GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Ubtao Black Brown Ebony


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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