Professional Documents
Culture Documents
Symbol (Elza)
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON
F AC DESCRIPTION
PRO
STR INT
Armor
Set Max HP
STRENGTH DEX WIS
Shield
CON CHA
MAXIMUM PROFICIENCY ARMOR Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
Misc
Temporary Hit Points: Misc
DEXTERITY ARMOR
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
PRO
Light Medium Heavy Shields
PRO
Acrobatics (Dex)
Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
Arcana (Int) >
SKILLS ACTIONS
DESCRIPTION
>
SENSES
>
>
Reload Reload
>
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
Those who look into my eyes can see that I have faced unimaginable
horror and that I am no stranger to darkness. Though they might
fear me, commoners will extend me every courtesy and do their
utmost to help. Unless I have shown myself to be a danger to them,
they will even take up arms to fight with me, should I find myself
facing an enemy alone.
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
CLICK HERE TO CHANGE
THIS ICON
TO CHANGE
THIS ICON
SYMBOL
APPEARANCE
Ghost Medium
Symbol (Azael)
RACE SIZE HEIGHT WEIGHT
F
0 STR +4 INT Temporary HP: SUCCESSES
PRO
12 +2 36
Set Max HP
STRENGTH
+4 DEX +2 WIS
10
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
+4
DEXTERITY
30 ft >
+4 INITIATIVE SPEED
DESCRIPTION
>
18 LEVEL USED
DIE
5
d8+0
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
0
ATTACKS
F EX
Damage Immunities: poison, Necrotic Turn Defiance: Symbol has advantage on saving throws
10 +4 Acrobatics (Dex)
PRO
+3 Deception (Cha)
+4 History (Int)
18 +2 Insight (Wis)
+3 Intimidation (Cha)
WISDOM
+4 Investigation (Int)
+2 +2 Medicine (Wis)
+4 Nature (Int)
15 +2 Perception (Wis)
+3 Performance (Cha)
CHARISMA +3 Persuasion (Cha)
+3
+4 Religion (Int) FEATURES TRAITS
+4 Sleight of Hand (Dex)
+4 Stealth (Dex) Meld (Su) Once per round, Mother can merge its body with that of any corporeal creature (usually its
16
+2 Survival (Wis) master, who knows when it seeks to do so). If the target is unwilling, it must first succeed on a melee attack.
SKILLS When melded in this way, the host my use Symbol's Intelligence, Wisdom, or Charisma in place of its own for
any skill check or saving throw.
Visage (Ex) At will, Symbol can manifest a ghastly face anywhere on Elza's (typically over the face, which
doesnt affect the hosts vision). When manifested, Symbol is susceptible to attacks separate from its host.
12 PASSIVE WISDOM (PERCEPTION)
Darkvision 60 ft
SENSES
CLICK HERE
TO CHANGE
THIS ICON
COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.995 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponents 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 doesnt 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. Cant 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)