LVL5 Kensai Samurai

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Kensai (5) Samurai Minor Clan Member

CLASS & LEVEL BACKGROUND PLAYER NAME

Human (wolf clan)


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 0 35
18 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

4 PERSONALITY TRAITS

Hit Point Maximum 42


4 Strength
DEXTERITY

11
● 3

2
Dexterity
Constitution
42
CURRENT HIT POINTS IDEALS
0 Intelligence
0 0 Wisdom
● 5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
0 Acrobatics (Dex) Total SUCCESSES
2 Animal Handling (Wis)
0
5d8 FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● 7 Athletics (Str)

11 2

0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Nodachi +7 2d6+4 Fighting style: Great weapon


0 0 Insight (Wis)
fighting
● 5 Intimidation (Cha) Tanto +7 1d4+4 When you roll a 1 or 2 on a
WISDOM 0 Investigation (Int)
damage die for an attack you
0 Medicine (Wis)
11 make with a melee weapon that
● 3 Nature (Int)
Nodachi: 2d6 Slashing, you are wielding with two
Perception (Wis)
0
● 3
Heavy, Two-handed hands, you can reroll the die
2 Performance (Cha) and must use the new roll,
2 Persuasion (Cha) even if the new roll is a 1 or a
CHARISMA Tanto: 1d4 Piercing, Finesse,
0 Religion (Int) 2. The weapon must have the
Light, Thrown (20/60)
14 0 Sleight of Hand (Dex) two-handed or versatile
0 Stealth (Dex) property for you to gain this
2 ● 3 Survival (Wis) benefit.
SKILLS ATTACKS & SPELLCASTING
Unarmored Defense
13 PASSIVE WISDOM (PERCEPTION) While you are not wearing any
CP Hunting trap armor, your Armor Class
equals 10 + your Dexterity
SP Nodachi (greatsword) modifier + your Charisma
Oriental, dwarvish
(buzzing blade) modifier. You can not use a
EP
1 Gaming set shield and still gain this bonus.
2 tanto (dagger)
GP 10 Extra Attack
Light + Medium Armor
Dungeoneer's pack Beginning at 5th level, you can
PP
attack twice, instead of once,
Simple + Martial weapons
Partial Armor whenever you take the Attack
(Breastplate) action on your turn.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Feat: Offensive Duelist


Roll for Stats: When you are wielding a two-handed or versatile melee weapon in two hands with
which you are proficient and another creature hits you with a melee attack, you can use
your reaction to immediately retaliate with an opportunity attack. Additionally, you can
13, 12, 16, 11, 11, 11 ignore any AC a hostile creature gains from wielding a shield.

Ki/Weapon bond (5 Ki points/short rest):


Class: Heroes of the Orient You may spend an 8 hour ritual bonding with your weapon. After which it can not be
(p. 43) disarmed from you. Doing so allows you to use Ki and weapon maneuvers. A single
attack can only be empowered by one feature or maneuver that has a Ki cost.
Beginning at 5th level, a bonded weapon is treated as magical for purposes of
Subrace: Heroes of the Orient overcoming damage resistance and what effects can damage it, even if it is a
(p.37) non-magical weapon. Additionally, after one hour of meditating with your weapon, any
damage it has suffered is magically repaired.
Background: Heroes of the Grace (once per short rest):
Orient (p. 64) Starting at 3rd level, if you have disadvantage on an attack with your Bonded Weapon,
you may spend your bonus action to negate the disadvantage effect for that turn.
Buzzing blade: Vault of Magic
ADDITIONAL FEATURES & TRAITS
p. 17
Buzzing Blade:
You can use a bonus action to speak this weapon’s command word, causing the blade to emit a loud buzzing sound. The
buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it
hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the
weapon.

Ki Manuevers:

Quick Strike (1 Ki)


When you use the Disengage action, you may spend a bonus action to make a single weapon attack with your bonded
weapon.

Expose (1 Ki)
After dealing damage to a creature with your bonded weapon, you expose or create a vulnerability in the creature’s
defenses. The next attack roll made against this creature by an ally other than the kensai will be made at advantage.

Rejuvenation (1 Ki per hit die)


As an action, you may heal yourself for 1 hit die + your Constitution modifier for every 1 Ki used, expending any hit dice you
use.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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