Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

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Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS Fighter 20 [Psi Warrior] Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS • +12 Strength ARMOR Max HP Current HP Temp HP STRENGTH +1 Dexterity • +11 Constitution +0 20 204 -- +5 +6 Intelligence CLASS +1 Wisdom INITIATIVE HIT POINTS 20 +0 Charisma Total 20d10 SUCCESSES Saving Throw Modifiers Resistances - Psychic DEXTERITY FAILURES +1 Bonus on +0 saves DEFENSES HIT DICE DEATH SAVES 10 SAVING THROWS INSPIRATION === ARMOR === Heavy Armor, Light Armor, Medium Armor, CONSTITUTION P +6 Acrobatics DEX Shields PES +4 +0 Animal Handling WIS +6 === WEAPONS === +5 Arcana INT Martial Weapons, Simple Weapons 19 P +11 Athletics STR === TOOLS === LSE -1 Deception CHA Navigator's Tools, Vehicles (Water) +5 History INT INTELLIGENCE === LANGUAGES === P +6 Insight WIS Common, Deep Speech, Gith 30 ft. (Walking), 50 ft. (Flying), 40 ft. -1 Intimidation +5 CHA (Swimming) +5 Investigation INT 20 +0 Medicine WIS SPEED PROFICIENCIES & LANGUAGES +5 Nature INT WISDOM P +6 Perception WIS -1 Performance CHA === ACTIONS === Once you take this action, you can’t do so again until Standard Actions you finish a short or long rest, unless you expend a +0 -1 Persuasion CHA Attack, Cast a Spell, Dash, Disengage, Dodge, Psionic Energy die to take it again. Help, Hide, Ready, Search, Use an Object, +5 Religion INT 10 Opportunity Attack, Grapple, Shove, Improvise, === BONUS ACTIONS === +0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Bulwark of Force • 1 / Long Rest As a bonus action, you can choose up to 5 +0 Stealth DEX Psionic Power: Telekinetic Movement • 1 / Short Rest creatures, which can include you, that you can see You can move an object or a creature with your within 30 ft. of you. Each of the chosen creatures is CHARISMA +6 Survival WIS P mind. As an action, you target one loose object that is protected by half cover for 1 minute or until you’re Large or smaller or one willing creature, other than incapacitated. Once you take this bonus action, you -1 yourself. If you can see the target and it is within 30 ft. can’t do so again until you finish a long rest, unless of you, you can move it up to 30 ft. to an unoccupied you expend a Psionic Energy die to take it again. space you can see. Alternatively, if it is a Tiny object, 8 you can move it to or from your hand. Either way, you Great Weapon Master Attack can move the target horizontally, vertically, or both. On your turn, when you score a critical hit with a SKILLS ACTIONS NAME HIT DAMAGE/TYPE NOTES PASSIVE WISDOM (PERCEPTION) 16 Dagger, +2 +13 1d4+7 Piercing Simple, Finesse, Light, Thrown, Range (20/60) Dragon Slayer Greatsword +12 2d6+6 Slashing Martial, Heavy, Two-Handed 16 PASSIVE WISDOM (INSIGHT) Javelin, +2 +13 1d6+7 Piercing Simple, Thrown, Range (30/120) SamplePASSIVE INTELLIGENCE (INVESTIGATION) file 15 Pike, +2 +13 1d10+7 Piercing Martial, Heavy, Reach, Two-Handed Darkvision 60 ft. Weapon of Certain Death, Maul +11 2d6+5 Bludgeoning Martial, Heavy, Two-Handed Unarmed Strike +11 6 Bludgeoning SENSES WEAPON ATTACKS & CANTRIPS TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use. Fighter 20 [Psi Warrior] Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS === FIGHTER FEATURES === Rest • 1 Action The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. * Hit Points • PHB 71 | Psionic Power: Recovery: 1 / Short Rest • 1 Bonus Moreover, if you start your turn charmed or frightened, Action you can expend a Psionic Energy die and end every * Proficiencies • PHB 71 effect on yourself subjecting you to those conditions. * Martial Versatility • TCoE 42 * Fighting Style • PHB 72 Whenever you reach a level in this class that grants | Special You adopt a fighting style specialty. the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial * Bulwark of Force • TCoE 44 | Great Weapon Fighting • PHB practice: As a bonus action, you can choose up to 5 creatures, You can reroll a 1 or 2 on damage dice with melee - Replace a fighting style you know with another which can include you, that you can see within 30 ft. of weapons wielded with two hands. fighting style available to fighters. you. Each of the chosen creatures is protected by half - If you know any maneuvers from the Battle Master cover for 1 minute or until you’re incapacitated. Once * Second Wind • PHB 72 archetype, you can replace one maneuver you know you take this bonus action, you can’t do so again until Once per short rest, you can use a bonus action to with a different maneuver. you finish a long rest, unless you expend a Psionic regain 1d10 + 20 HP. Energy die to take it again. * Ability Score Improvement • PHB 72 | 1 / Short Rest • 1 Bonus Action | 1 / Long Rest • 1 Bonus Action * Extra Attack • PHB 72 * Action Surge • PHB 72 You can attack four times whenever you take the * Telekinetic Master • TCoE 44 You can take one additional action on your turn. This Attack action on your turn. You can cast the telekinesis spell, requiring no can be used 2 times per short rest. components, and your spellcasting ability for the spell | Special is INT. On each of your turns while you concentrate on | 2 / Short Rest • Special the spell, including the turn when you cast it, you can * Telekinetic Adept • TCoE 43 make one attack with a weapon as a bonus action. * Martial Archetype • PHB 72 You have mastered new ways to use your telekinetic Once you cast the spell with this feature, you can’t do abilities: Psi-Powered Leap & Telekinetic Thrust. so again until you finish a long rest, unless you expend | Psi Warrior a Psionic Energy die to cast it again. | Telekinetic Adept: Psi-Powered Leap: 1 / Short * Psionic Power • TCoE 43 Rest • 1 Bonus Action | 1 Bonus Action You have 12 Psionic Energy dice (1d12), and they fuel various psionic powers you have. | Telekinetic Adept: Telekinetic Thrust: Special === GITHYANKI RACIAL TRAITS === | Psionic Power: Protective Field: 1 Reaction * Indomitable • PHB 72 You can reroll a saving throw that you fail - you must * Decadent Mastery • MToF 96 | Psionic Power: Psionic Energy: 12 / Long Rest • use the new roll. You can use this 3 times per long You learn one language of your choice, and you are Special rest. proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time | Psionic Power: Psionic Strike: Special | 3 / Long Rest • Special to master odd bits of knowledge. | Psionic Power: Telekinetic Movement: 1 / Short * Guarded Mind • TCoE 43 * Githyanki Psionics • MToF 96 FEATURES & TRAITS NAME QTY WEIGHT NAME QTY WEIGHT CP 0 Plate, +1 1 65 lb. Ring of Swimming 1 -- Dragon Slayer Greatsword 1 6 lb. Potion of Healing (Superior) 3 1.5 lb. SP 0 Dagger, +2 1 1 lb. Heward's Handy Haversack 1 5 lb. Javelin, +2 2 4 lb. Bedroll 1 7 lb. EP 0 Pike, +2 1 18 lb. Clothes, Traveler's 1 4 lb. Weapon of Certain Death, Maul 1 10 lb. Crowbar 1 5 lb. GP 0 Amulet of Health 1 -- Fishing Tackle 1 4 lb. Bag of Holding 1 15 lb. Flask or Tankard 1 1 lb. PP 10 Boots of Elvenkind 1 -- Grappling Hook 1 4 lb. Broom of Flying 1 3 lb. Mess Kit 1 1 lb. WEIGHT CARRIED 198.7 lb. Cloak of Displacement 1 -- Pouch 2 2 lb. SampleDecanter of Endless Water 1 2 lb. fileQTY WEIGHT ENCUMBERED 300 lb. Goggles of Night 1 -- Amulet of Health 1 -- PUSH/DRAG/LIFT Immovable Rod 1 -- Cloak of Displacement 1 -- 600 lb. Ring of Protection 1 -- Ring of Protection 1 -- EQUIPMENT TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use. Fighter 20 [Psi Warrior] Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS You know the mage hand cantrip (the hand is * Sentinel • PHB 169 invisible). When you reach 3rd level, you can cast the When you hit a creature with an opportunity attack, the jump spell once per long rest. When you reach 5th creature's speed becomes 0 for the rest of the turn. level, you can cast the misty step spell once per long Creatures provoke opportunity attacks from you even if rest. INT is your spellcasting ability for these spells. they take the Disengage action. When a creature When you cast them with this trait, they don’t require within 5 ft. of you makes an attack against a target components. other than you, you can use your reaction to make a melee weapon attack against the attacking creature. * Martial Prodigy • MToF 96 You are proficient with light and medium armor and | Sentinel Attack: 1 Reaction with shortswords, longswords, and greatswords. === FEATS === * Great Weapon Master • PHB 167 On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage. | Great Weapon Master Attack: 1 Bonus Action * Polearm Master • PHB 168 When you take the Attack action with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon that uses the same ability modifier as the primary attack and has a damage die of d4 (bludgeoning).
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