5th Edition Character Sheet
30 ft (Fly)
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Flame Katana | +11 | 1d8+9 Slashing;2d6 Fire | %3% | |
Maul | +11 | 2d6+5 Bludgening | %3% | |
Handaxes Melee | +11 | 1d6+9 Slashing | %3% | |
Handaxes Ranged | +6 | 1d6+4 Slashing | %3% | |
Javelins | +6 | 1d6+4 Piercing | %3% | |
Glave | +11 | 1d10+9 Slashing | %3% |
Fire Bolt Fighter INT 15 +7
Ray of Frost Fighter INT 15 +7
1st Level
Burning Hands Fighter INT 15 +7
Charm Person Oni CHA 15 +7
Comprehend Languages Fighter INT 15 +7
Magic Missile Fighter INT 15 +7
Shield Fighter INT 15 +7
Sleep Oni 15 +7
2nd Level
Darkness Oni CHA 15 +7
Invisibility Oni CHA 15 +7
3rd Level
Gaseous Form Oni CHA 15 +7
5th Level
Cone of Cold Oni CHA 15 +7
Fire Bolt Fighter INT 15 +7
Ray of Frost Fighter INT 15 +7
1st Level
Burning Hands Fighter INT 15 +7
Charm Person Oni CHA 15 +7
Comprehend Languages Fighter INT 15 +7
Magic Missile Fighter INT 15 +7
Shield Fighter INT 15 +7
Sleep Oni 15 +7
2nd Level
Darkness Oni CHA 15 +7
Invisibility Oni CHA 15 +7
3rd Level
Gaseous Form Oni CHA 15 +7
5th Level
Cone of Cold Oni CHA 15 +7
Second Wind.Regain 1d10 + 4 HPs (use once/rest).
Claw (Oni Form Only). . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Defense Fighting Style.While you are wearing armor, you gain a +1 bonus to AC.
Multiattack..The Oni makes two attacks, either with its claws or its weapon.
Regeneration.Creature regains 10 health at the beginning of every turn as long as it is above 1 health.
Spell casting.When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Spellcasting Ability.Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Weapon Bond.At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
tough.Hit poit max plus level x2
Second Wind.Regain 1d10 + 4 HPs (use once/rest).
Claw (Oni Form Only). . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Defense Fighting Style.While you are wearing armor, you gain a +1 bonus to AC.
Multiattack..The Oni makes two attacks, either with its claws or its weapon.
Regeneration.Creature regains 10 health at the beginning of every turn as long as it is above 1 health.
Spell casting.When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Spellcasting Ability.Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Weapon Bond.At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
tough.Hit poit max plus level x2
Glave
Flame Katana
2 Hand-axes
Chain Mail
Shield+3
4 Javelins
Explorer's pack
Belt of Frost Giant Strength
Belt of Storm Giant Strength
Banner Piece
Pouch
Common Clothes
Emblem
Knife
Common, Giant
Tool Proficiencies
Playing Card Set, Land Vehicles
Weapon Proficiencies
simple, martial
Armor Proficiencies
light, medium, heavy, shields
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