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Character

Chara Dreemur is a Level 6 Echo Knight, a human with a neutral alignment and a background as a Time-Lost Traveler. The character possesses various skills and abilities, including the ability to manifest an echo for tactical advantages in combat. Key traits include Second Wind for healing, Action Surge for extra actions, and unique features like Unleash Incarnation for additional attacks from the echo's position.

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0% found this document useful (0 votes)
16 views3 pages

Character

Chara Dreemur is a Level 6 Echo Knight, a human with a neutral alignment and a background as a Time-Lost Traveler. The character possesses various skills and abilities, including the ability to manifest an echo for tactical advantages in combat. Key traits include Second Wind for healing, Action Surge for extra actions, and unique features like Unleash Incarnation for additional attacks from the echo's position.

Uploaded by

tenshi1976.cc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Fighter [Echo Knight] (6) Time-Lost Traveler Devi

CLASS & LEVEL BACKGROUND PLAYER NAME


Chara Dreemur Human/Illuskan Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 30
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 46



+4 Strength
DEXTERITY ●
+7 Dexterity

+4 ●
+4 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

18 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ●
+7 Acrobatics (Dex) SUCCESSES

12 6x(1d10+1)
+1 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+4 Athletics (Str)

+1 ●
+1 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+4 Insight (Wis)
Dagger +1 +8 1d4+7 piercing
12 ●

+1 Intimidation (Cha)
WISDOM +1 Investigation (Int)
+1 Medicine (Wis)
+1 +1 Nature (Int)

12
+1 Perception (Wis) Number of
+1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 2
CHARISMA
+1 Religion (Int)

+1 +4 Sleight of Hand (Dex)


+4 Stealth (Dex)
13 ●
+4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Cartographer's
Tools; Navigator's Tools
EP
Weapon Proficiencies: Martial;
Simple

Armor Proficiencies: Heavy; Light;


GP
25
Medium; Shields PP

Language Proficiencies: Common;


Primordial; SE Abyssal

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 5'1 100lbs
AGE HEIGHT WEIGHT
Chara Dreemur Red Black (Monochrome) Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Manifest Echo. You can use a bonus action to magically manifest an echo of yourself in an
unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray
image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest
another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it
has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you,
and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet
in any direction (no action required). If your echo is ever more than 30 feet from you at the end of
your turn, it is destroyed.
You can use the echo in the following ways:
• As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15
feet of your movement, regardless of the distance between the two of you.
• When you take the Attack action on your turn, any attack you make with that action can
originate from your space or the echo's space. You make this choice for each attack.
• When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it,
you can use your reaction to make an opportunity attack against that creature as if you were in the
echo's space.

Second Wind. Regain 1d10 +6 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-----------Other Traits------------
Anachronistic Knowledge. When you enter a ruin or dungeon, you can correctly ascertain its
original purpose and determine its builders, whether those were dwarves, elves, humans, or some
other race. You can apply double your proficiency bonus to History checks when the check is
related to knowledge from ancient times. You either lived those times or they were recent history to
you.

Dueling Fighting Style. When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.

Resilient. Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.

You gain proficiency in saving throws using the chosen ability.

Slasher. You've learned where to cut to have the greatest results, granting you the following
benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn when you hit a creature with an attack that deals slashing damage, you can
reduce the speed of the target by 10 feet until the start of your next turn.
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it.
Until the start of your next turn, the target has disadvantage on all attack rolls.

Unleash Incarnation. You can heighten your echo's fury. Whenever you take the Attack action, you
can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of
once). You regain all expended uses when you finish a long rest.

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