Wyran BaneLord Character Sheet
Wyran BaneLord Character Sheet
Wyran BaneLord Character Sheet
F AC DESCRIPTION
+2 STR 0
PRO
INT
16 Armor Chain Mail
24 +2 19
Set Max HP
STRENGTH -1 DEX ● +3 WIS
2 Shield Shield
+2 +1 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
Necrotic
15 1 Misc Defense Fighting Style
Radiant
Temporary Hit Points: Misc
DEXTERITY
Immune to disease -1 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
-1 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields
PRO
PRO
0
+3 Deception (Cha) > Healing Hands (3 HP) 1 LR Common Dice Set
0 History (Int) > Necrotic Shroud (+3 damage) 1 LR Celestial Vehicles (land)
+1 Insight (Wis) Channel Divinity 1 SR
10
>
● +5 Intimidation (Cha) >
● +5 Persuasion (Cha) > Divine Sense Necrotic Shroud (end) < <
11 PASSIVE WISDOM (PERCEPTION) Flame Tongue (Longsword) ✔ Str Melee +4 1d8+2 Slashing
>
Versatile (1d10)
DESCRIPTION
Darkvision 60 ft | Light Cantrip
>
SENSES
>
>
Reload Reload
>
> FEAT:
> FEAT:
> FEAT:
FEATS
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
Lawful Evil Bane Black (in Air wavy) Pupil Less White Dark Grey
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
ORGANIZATION
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SYMBOL
APPEARANCE
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Wyran Lord
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
1ST LEVEL
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)