Valin - Echo Knight Fighter
Valin - Echo Knight Fighter
F AC DESCRIPTION
● +8 STR 0
PRO
INT
10 Armor Unarmored
114 +3 10
Set Max HP
STRENGTH 0 DEX +1 WIS
Shield
+5 ● +8 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
Magic
Poison
20 Misc
Temporary Hit Points: 114 Misc
DEXTERITY
Adv. on saves vs. poison 0 ARMOR
+5
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
0 ● Light ● Medium ● Heavy ● Shields
PRO
PRO
Acrobatics (Dex)
20 +1 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
0 Arcana (Int) > Second Wind (1d10+8) 1 SR
INTELLIGENCE ● +8 Athletics (Str) > Action Surge 1 SR LANGUAGES TOOLS & OTHERS
0
+2 Deception (Cha) > Unleash Incarnation 5 LR Abbysal Gaming set
● +3 History (Int) > Common Smithing tools
+1 Insight (Wis) Dwarvish
11
>
● +5 Persuasion (Cha) > Attack (2 attacks per action) Second Wind < <
CHARISMA 0 Religion (Int) > Echo Avatar Manifest Echo (summon/dismiss)< <
+2 0 Sleight of Hand (Dex) > Swap Location with Echo < <
14 PASSIVE WISDOM (PERCEPTION) Improvised Weapon +1 ✔ Str Melee, 20/60 ft +9 1d4+6 Bludgeoning
>
Damage die, type, range, etc. are at the DM's discretion
DESCRIPTION
Darkvision 60 ft
>
SENSES
>
>
Reload Reload
>
Stonecunning:
Whenever I make an Intelligence (History) check related to the
origin of stonework, I am considered proficient in the History skill
and add double my proficiency bonus to the check, instead of my
normal proficiency bonus.
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
Echo Medium
RACE SIZE HEIGHT WEIGHT
Echo
ECHO TYPE AGE GENDER ALIGNMENT
NAME
F
+8 STR 0 INT Temporary HP: SUCCESSES
PRO
17 0 1
Set Max HP
STRENGTH
0 DEX +1 WIS
+8 CON +2 CHA ARMOR PROFICIENCY MAXIMUM
FAILURES
CLASS BONUS HIT POINTS Heal
SAVING THROWS CURRENT HIT POINTS DEATH SAVES
DEXTERITY
fly 30 ft >
(hover) DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE
0 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
◆ Condition Immunities: all conditions. ◆ Swap Place: The echo's creator can, as a bonus action,
PRO
Acrobatics (Dex)
Animal Handling (Wis) ◆ Echo: The echo is a magical, translucent, teleport, magically swapping places with the echo at a
gray image of its creator that that doesn't cost of 15 feet of the creator's movement, regardless of
Arcana (Int)
INTELLIGENCE act and has no turn in combat. It lasts until the distance between the two.
Athletics (Str)
it is destroyed, dismissed, another is ◆ Attack Origin: When the echo's creator takes the Attack
Deception (Cha) manifested, or its creator is incapacitated. action on their turn, any attack they make with that action
History (Int) The echo is also destroyed if it is ever more can originate from the echo's space. This choice is made
Insight (Wis) than 30 ft away from its creator at the start for each attack separately.
of its creator's turn. In addition, when a creature that the echo's creator can
Intimidation (Cha)
see within 5 ft of the echo moves at least 5 ft away from it,
WISDOM Investigation (Int)
its creator can use their reaction to make an opportunity
Medicine (Wis) attack against that creature as if its creator was in the
Nature (Int) echo's space.
Perception (Wis)
Performance (Cha)
undefined
SENSES
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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.1 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.1 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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)