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F AC DESCRIPTION
● +4 STR 0
PRO
INT
16 Armor Chain Mail
11 +2 16
Set Max HP
STRENGTH +3 DEX 0 WIS
Shield
+2 ● +2 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 0 Dex Medium Armor ● Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
15 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
0
● +2 Deception (Cha) > Common Gaming set
0 History (Int) > Goblin Thieves' tools
0 Insight (Wis)
10
>
SKILLS ACTIONS
>
It’s not the having, it’s the taking that shows who’s
strongest.
IDEALS
I have one piece of a treasure map, and no idea where the other
pieces are.
BONDS
FLAWS
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
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TO CHANGE
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SYMBOL
APPEARANCE
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)