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Valin - Echo Knight Fighter

The document is a character record sheet for a Dungeons & Dragons 5th edition Echo Knight named Valin, a level 8 Mountain Dwarf. It details the character's abilities, skills, features, and equipment, including combat actions and magical abilities related to the Echo Knight class. Additionally, it includes information on the character's background, personality traits, and retainers.

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0% found this document useful (0 votes)
50 views7 pages

Valin - Echo Knight Fighter

The document is a character record sheet for a Dungeons & Dragons 5th edition Echo Knight named Valin, a level 8 Mountain Dwarf. It details the character's abilities, skills, features, and equipment, including combat actions and magical abilities related to the Echo Knight class. Additionally, it includes information on the character's background, personality traits, and retainers.

Uploaded by

koutek.kuba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Show extra features

8 Echo Knight Kuty


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TO CHANGE
THIS ICON
Valin LEVEL & CLASS PLAYER NAME

Knight Dwarf, Mountain 34,000 Add: 48,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

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

0 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

11 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
8 d10+5 25 ft
ABILITY

CONSTITUTION SAVING THROWS FAILURES


25 ft SAVE DC

+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
>

+2 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

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


● +4 Perception (Wis)
12 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +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 < <

0 Stealth (Dex) > < <

+1 Survival (Wis) > < <


14 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


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.
Choose Feature
Add Features
Echo Knight, level 8:
◆ Great Weapon Fighting Style (Fighter 1, PHB 72)
Reroll 1 or 2 on damage if wielding two-handed/versatile melee weapon in both hands
◆ Second Wind (Fighter 1, PHB 72) [1d10+8, 1× per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] PERSONALITY TRAITS
I can take one additional action on my turn on top of my normally allowed actions
◆ Manifest Echo (Echo Knight 3, EGtW 183)
As a bonus action, I can magically manifest a translucent image of myself within 15 ft
My echo lasts until I dismiss it as a bonus action, I manifest another, or I'm incapacitated
It is also destroyed if it is more than 30 ft away from me at the end of my turn IDEALS
It has 1 HP, immunity to all conditions, uses my save bonuses, and AC 14 + Prof. Bonus
On my turn as a free action, I can command it to move up to 30 ft in any direction
As a bonus action, I can teleport to swap places with it, at a cost of 15 ft movement
When I use the Attack action on my turn, I can have any attack originate from my echo
I can also make opportunity attacks from the echo's location as if I were in its space
BONDS
◆ Unleash Incarnation (Echo Knight 3, EGtW 183) [Constitution modifier per long rest]
When I use the Attack action, I can make one extra melee attack from my echo's position
◆ Echo Avatar (Echo Knight 7, EGtW 183)
As an action, I can temporarily transfer my consciousness to my echo for up to 10 min
During this time, I see and hear through its eyes and ears, but not my own eyes and ears
FLAWS
While I use my echo this way, it can be up to 1000 ft away from me without issue
I can end this at any time, requiring no action

Feature Name: Retainers

I have the service of three retainers loyal to my family, one of whom


is another noble and my squire. My other retainers are commoners
who can perform mundane tasks for me, but they do not fight for
me, will not follow me into obviously dangerous areas (such as
dungeons), and will leave if they are frequently endangered or
abused.
BACKGROUND FEATURE

Mountain Dwarf (+2 Strength, +2 Constitution)

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.

CLASS FEATURES RACIAL TRAITS

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


> > > CP

> > >


>
>
>
>
>
>
5 SP

> > >


> > > EP

> > >


>
>
>
>
>
>
10 GP

> > >


> > > PP

> > >


WEIGHT CARRIED
> > >
0.3 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
101 - 200 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
300 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 301 - 600 lb
Add Equipment EQUIPMENT
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.
◆ Martial Versatility (Optional Fighter 1, UA:CFV 12)
Whenever I gain a fighter level, I can swap a fighting style I know for another I'm allowed > FEAT: Durable [PHB 166]
◆ Martial Versatility (Optional Fighter 4, TCoE 42) [ASI = Ability Score Improvement] When I roll a hit die to regain hit points, the minimum number
Whenever I gain an ASI from the fighter class, I can change a fighting style or a maneuver of hit points I regain from the roll equals twice my Constitution
modifier (minimum of 2). [+1 Constitution]

> FEAT: Heavy Armor Master [PHB 167]


While wearing heavy armor, bludgeoning, piercing, and slashing
damage taken from nonmagical weapons is reduced by 3. [+1
Strength]

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> lucky bastard 0,5l <
> <
> 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 v13.1.1 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Medium
Valin GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Wealthy LIFESTYLE DAILY PRICE 4 gp

ENEMIES CHARACTER HISTORY


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.
Companion Options

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

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

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

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 v13.1.1 (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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