PROFICIENCY BONUS HIT DIE
CLASS & LEVEL HEIGHT
+2 +3 +4 +5 +6
LVL 1-4 LVL 5-8 LVL 9-12 LVL 13-16 LVL 17-20
CHARACTER NAME RACE WEIGHT
STATS
COMBAT
HP MAX HP INITIATIVE SPEED
STR DEX INT WIS CHA
AC
SAVES
(AC–8)
EXHAUSTION
STR DEX WILL
SKILLS
ARCANA
INT
Examination
INT
INFLUENCE
CHA
INSIGHT
CHA
INTIMIDATION
STR
LORE
INT
NATUrEcrAft
WIS
PERCEPTION
WIS
Slght of H.
DEX
Stealth
DEX
ITEM SLOTS
Action Points (AP). In combat, HEROIC ACTION
you get 3 Action Points that Rushed Attack. Making more than your normally allowed attacks each turn is allowed (provided
recharge at the end of each turn.
you have enough AP to spend), but these attacks are rushed and trigger stacking disadvantage
1 AP can be spent to: attack, Assess. Make a skill check to uncover information, spot a weakness, intuit enemy tactics or plans,
move, use a bonus action or etc.
reaction, drink a potion, cast a HEROIC REACTION
cantrip/bonus action/reaction
spell, or use any of the other Block/Dodge. Reduce damage from a single attack by your AC modifier (AC–8).
more obscure actions (e.g., hide).
Help. Grant an ally advantage on an attack, skill check, or saving throw if you can reasonably
explain to the DM how you could help in a given situation
Leveled spells with casting time of Opportunity Attack. A melee attack made at disadvantage when an adjacent enemy moves away
1 action are the only exception, Interpose. If an ally within 10 ft. would be struck with an attack, you can push them out of the way
they cost 2 AP to cast. and become the new target of the attack. You enter their square and move them to an adjacent
square of your choice.