Kamau Botende - 4
Kamau Botende - 4
Kamau Botende - 4
4 Ancestral Guardian
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Kamau Botende LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
● +5 STR 0
PRO
INT
13 Armor Unarmored Defense (Con)
44 +2 17
Set Max HP
STRENGTH +2 DEX -1 WIS
2 Shield Wooden Shield
+3 ● +5 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
Bludgeon. (in rage)
16 Piercing (in rage)
Misc
Temporary Hit Points: Misc
+2
Slashing (in rage)
DEXTERITY ARMOR
Adv. on Str saves in rage; Adv. on
+2 Dex saves vs. seen effects CURRENT HIT POINTS Heal INITIATIVE
INSPIRATION
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
0
+1 Deception (Cha) > Chultan Navigator's tools
0 History (Int) > Common Vehicles (water)
-1 Insight (Wis) Tabaxi
10
>
● +3 Intimidation (Cha) >
11 PASSIVE WISDOM (PERCEPTION) Assegai (Spear) ✔ Str Melee, 20/60 ft +5 1d6+3 Piercing
>
Thrown, versatile (1d8)
DESCRIPTION
>
FLAWS
When I need to, I can secure free passage on a sailing ship for
myself and my companions. I might sail on the ship I served on, or
another ship I have good relations with. Because I'm calling in a
favor, I can't be certain of a schedule or route that will meet my
every need. My companions and I are expected to assist the crew
during the voyage.
BACKGROUND FEATURE
When I roll a hit die to regain hit points, the minimum number
of hit points I regain from the roll equals twice my Constitution
modifier (minimum of 2). [+1 Constitution]
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
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)