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Singa

24 Level (0/475000 XP for level-up) Background Hakaishin Race / Species / Heritage Alignment
martial arts
Level 24
Hit Dice: 24/24
1d8+2 Class 1

STR
14
+2
DEX
20
+5
CON
15
+2
INT
15
+2
WIS
20
+5
CHA
12
+1
171
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+7
Prof. Bonus
55/110/55
Speed (walk/run/fly)
15
Passive Perception
22 / 22
Ki
Spellcasting ...
+12 Attack mod
WIS Ability
+5 Abi Mod
20 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+2 Strength
+5 Dexterity
+9 Constitution
+2 Intelligence
+12 Wisdom
+1 Charisma
saving throws
+12 Acrobatics DEX
+5 Animal Handling WIS
+9 Arcana INT
+2 Athletics STR
+1 Deception CHA
+9 History INT
+5 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+5 Medicine WIS
+9 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+9 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
solar flare +2 STR
ki shot +2 STR
flight +2 STR
super spirit +2 STR
Healing Ray +2 STR
mafuba +2 STR
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacrifice half movment
 Notes:As a reaction when an ally within range is hit by an attack or targeted by a saving throw, you may move up to them and interpose yourself between the ally and the source. You reduce the damage by your Ki attack modifier and take the rest of the damage. You may double the initial ki cost and spend your next turn's action to double the range, and you may also reduce the ki cost of any instances (minimum of 1) by causing yourself to take the damage dealt to you an additional time for each ki point you reduce. Additionally, you may spend 2 Ki points per additional attack made against the same ally and whichever range you have remaining before the start of your next turn to take their damage as well, as long as you're still between the ally and the source, using any leftover damage reduction against the subsequent attacks.
Blood of Magic
All attacks additionally count as magical for the purpose of overcoming non-magical resistances if they didn’t already, if they did, attacks affected by both effects gain a +1 to their attack and damage rolls.
Way of Magic
Your proficiency in magic is increasing as you tap into your Blood and develop a Way of Magic. Choose any Damage Type from bludgeoning, fire, cold, lightning, thunder or acid, once each turn when you hit a creature with an attack, you can cause the attack to deal an additional 1d8 damage of the chosen damage type.
Branch of Magic
Your magical capabilities are reaching their peak. When you deal damage you may change it into the damage type you chose in Way of Magic for 1 ki point, additionally, once per turn when you deal the chosen damage type you can expend 3 ki points force the target to make a constitution saving throw equal to 8 + Your Constitution modifier + Your Proficiency Bonus, or else be given a status effect dependent on the damage type until the end of their turn. (Bludgeoning - Rasped, Fire - Burned, Cold - Chilled, Acid - Pained, Lightning / Thunder - Spasmic
Ki
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Martial Artist table to your Constitution modifier.

You can spend these points to fuel various features, hereon referred to as Techniques. At 1st level, you may only know Fundamental Techniques and Basic Techniques. You know a number of Techniques equal to your proficiency bonus, with Fundamental Techniques counting as half as many toward this limit. At the end of a long rest, you may unlearn 1 technique (or 2 if they are both Fundamental) to learn 1 other technique (or 2 if they are both Fundamental).
martial arts
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Martial Artist table to your Constitution modifier.

You can spend these points to fuel various features, hereon referred to as Techniques. At 1st level, you may only know Fundamental Techniques and Basic Techniques. You know a number of Techniques equal to your proficiency bonus, with Fundamental Techniques counting as half as many toward this limit. At the end of a long rest, you may unlearn 1 technique (or 2 if they are both Fundamental) to learn 1 other technique (or 2 if they are both Fundamental).
unarmored defense
At 1st level while not wearing armor or wielding a shield, your AC equals 10 + your Strength Modifier + your Dexterity Modifier.
deflect missle
Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your martial artist level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile has a normal range of 20 feet and a long range of 60 feet.

At 37th level, the damage you can reduce increases to 3d10 + your Dexterity modifier + your martial artist level.
unarmored movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain martial artist levels, as shown in the table.

At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
ki strike
At 3rd level, your ambient ki powers your attacks. While you have at least 1 ki point, your unarmed strikes deal force damage.
new techinque (3)
extra attack (2)
Resistant
At 7th level, your strength as a warrior allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:

Evasion - Dexterity

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you may change the ability modifier that determines your Ki attack modifier and Ki effect save DC to any of the chosen abilities. You may choose one additional ability score to benefit from this effect at 24th level, and another for a total of 3 at 40th level.
Ability Score Improvement (3)
Ki charge
At 14th level, you can cause your aura to surge to regain ki. As a full turn action, you can roll your unarmed damage die, regaining an equal amount of ki.

Features & Traits
dragon ball

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Language of the Gods,Common

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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