Serphentos
Serphentos
Serphentos
F AC DESCRIPTION
● +2 STR +1 INT
PRO
14 Armor Breastplate
71 +3 18
Set Max HP
STRENGTH +2 DEX +2 WIS
2 Shield
-1 ● +6 CON
RESISTANCES
+5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
Necrotic
9 Misc
Radiant
Temporary Hit Points: Misc
DEXTERITY
Adv. on Con (Concentration) saves +2 ARMOR
PRO
●
PRO
+1
● +8 Deception (Cha) > Healing Hands (8 HP) 1 LR Common Navigator's tools
+1 History (Int) > Radiant Consumption (4/8 damage) 1 LR Celestial Vehicles (water)
● +5 Insight (Wis)
12
>
● +8 Intimidation (Cha) >
● +8 Persuasion (Cha) > Healing Hands Second Wind < War Caster - Opportunity Spell <
CHARISMA +1 Religion (Int) > Radiant Consumption (start) Weapon Bond < <
SENSES
>
>
Reload Reload
>
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action,
choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The
BONDS
curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you
gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your
proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the
FLAWS
d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma
modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest. Feature Name: Ship's Passage
When I need to, I can secure free passage on a sailing ship for
myself and my companions. I might sail on the ship I served on, or
another ship I have good relations with. Because I'm calling in a
favor, I can't be certain of a schedule or route that will meet my
every need. My companions and I are expected to assist the crew
during the voyage.
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANION’S 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. 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)