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Bes Damu
Level 10
Background Herbalist
Size Medium
Species Wildhunt Shifter
Elemental Avatar
Subclass Life Element
Level 10
Hit dice 10/10
1d8+3

STR 8
-1
STR save: -1
DEX 14
+2
DEX save: +2
CON 16
+3
CON save: +3
INT 15
+2
INT save: +6
WIS 18
+4
WIS save: +8
CHA 16
+3
CHA save: +3

Initiative (DEX)
+2
Speed
30
Passive Perception
18
Heroic Inspiration
Armor Class (AC)
13
Leather
Armor Class w/Shield
14
Elemental Shield(F)
Hit Points
82 / 82
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
WIS
Abi Mod
+4
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +6 DEX 1d6+2 piercing
Quarterstaff +6 DEX 1d6+2 bludgeoning
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather 13
Elemental Shield(F) +1
Elemental Shield(W) +2
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+4 Animal Handling WIS
+6 Arcana INT
+3 Athletics STR
+3 Deception CHA
+10 History INT
+8 Insight WIS
+3 Intimidation CHA
+6 Investigation INT
+8 Medicine WIS
+6 Nature INT
+8 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
+8 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Elemental Manipulation
+8
1 Action Touch
 Notes:   As an action, you can touch a dying creature. The creature becomes stable. At the GM’s discretion, you can make other minor adjustments to life force.

Level 5 Spells
5 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Motes
+8
1 Action 30 ft 2 +
 Notes:   You send out glowing motes of healing energy, which latch onto your choice of either all creatures you can see within 30 feet of you, or a single creature you can see within 30 feet of you. If you target a single creature, two motes latch onto that creature. An unwilling creature can make a Dexterity saving throw to avoid the motes. The motes last until the end of your next turn. While the motes last, whenever a living creature with one or more motes takes damage, it recovers hit points equal to 2 plus twice your power level (this is a recovery effect), and one mote on the creature disappears. When an undead creature with one or more motes takes damage, that creature takes additional radiant damage equal 2 plus twice your power level, and one mote on the creature disappears.
Life Buffer
+8
1 Action 30 ft 1d10 +
 Notes:   You send a powerful surge of vital essence into a creature you can see within 30 feet of you, creating a life buffer that protects a living creature or damages an undead one. A living target gains temporary hit points equal to 1d10 plus 1d10 per power level, which last until you refresh. If the target is undead, it must make a Constitution saving throw, taking 1d10 radiant damage plus 1d10 radiant damage per power level on a failed save, or half as much damage on a successful one.
Vital Sacrifice
+8
1 Reaction 30 ft 1 +
 Notes:   You connect your life force to your ally, protecting them from harm, though not without cost to yourself. When a creature you can see within 30 feet of you takes damage, that creature recovers hit points equal to 1 plus your power level or the total damage, whichever is less. Unless this effect reduces the damage to 0, you then lose a number of hit points equal to 1 plus your power level or the excess damage, whichever is lower, and you further heal your ally by the amount of hit points you lost. This power is a recovery effect.
Life Cocoon
+8
1 Action Self 6 +
 Notes:   As you recalibrate the vital essence around you, you draw it in toward yourself, surrounding yourself in a cocoon of life energy. You refresh your elemental powers. You then gain temporary hit points equal to 3 plus 3 per power level. The temporary hit points last until you move or at the end of your next turn, whichever comes first.
Elemental Shield
+8
1 Action Self 2 +
 Notes:   You shape your associated element into a shield, which either floats above you or appears in your hand for increased protection. While the shield remains, you gain a +1 bonus to AC, or a +2 bonus if you choose to hold the shield in a free hand; this isn’t cumulative with the AC bonus from a physical shield. You also gain the Elemental Shield benefit based on your associated element. The shield lasts until you refresh, are incapacitated, or until you dismiss it on your turn (which doesn’t require an action). If you use this power again while your shield is still active, the previous shield ends and a new one appears.
Vital Touch
+8
1 Action Touch 18 +
 Notes:   Your touch infuses surging life force into a creature, healing the living and harming the undead. Either touch a willing, living creature or make a melee power attack against an undead creature within your reach. If you touch a living creature, the target gains temporary hit points equal to 6 plus 6 per power level, which last until you refresh. In addition, the target gains a +2 bonus to AC until the end of your next turn. If you attack an undead creature, on a hit the target takes radiant damage equal to 6 plus 6 per power level. Also on a hit, the target takes a –2 penalty to AC until the end of your next turn.
Elemental Protection
+8
1 Action 30 ft 4 +
 Notes:   You infuse yourself and nearby allies with the protection of your element. Choose any number of creatures you can see within 30 feet of you. Whenever you or a chosen target takes damage of the type associated with your element, that target reduces the damage by an amount equal to your power level. This reduction is cumulative with damage resistance or any reduction granted by the Enhanced Resistance benefit. The effect lasts until you refresh, are incapacitated, or until you dismiss the effect on your turn (which doesn’t require an action).
Counter Element
+8
1 Reaction 60 ft
 Notes:   You call upon your elemental powers, using your elemental advantage to counter your foe’s ability using your element or an element weak to your own. When a creature you can see within 60 feet of you casts a spell or uses an elemental power that deals damage of the type either associated with your element or with an element weak to your element (page 55), you interrupt that creature. If spell or power is of 3rd level or lower, it fails and has no effect. If it is of 4th level or higher, make an ability check using your power ability. The DC equals 10 + the level of the spell or power. On a success, the spell or power fails and has no effect.
Vital Breath
+8
1 Action 60 ft 2d6
 Notes:   You exhale vibrant life energy in a cone between 15 and 60 feet long (your choice). Living creatures in the area gain temporary hit points equal to 1d6 plus 1d6 per power level, which last until you refresh. In addition, each creature gains a +1 bonus to attack rolls until the end of your next turn. Undead creatures in the area must make a constitution saving throw. On a failed save, the target takes 4 radiant damage plus 4 radiant damage per power level and makes attack rolls with disadvantage until the end of your next turn. On a success, the target takes half as much damage and makes attack rolls normally.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0
Treasure and Equipment
Staff of Elements(Quarterstaff)
Leather Armor
Dungeoneers' Pack
Herbalist's Kit
Light Crossbow and 20 bolts
Ring of the Forgotten Vizier(A)
Proficiencies, Languages, and Talents
Common

Darkvision (30ft)
Features & Traits
Resurgent Awakening
You and those you heal awake from
unconsciousness with the energy you need to re-enter the fight, like a bear coming out of
hibernation. When you are healed from 0 hit points, on your next turn you can stand up
without using any movement to do so. In addition, you can pick up anything you dropped when
you fell unconscious without using an action to do so. When you heal a creature from 0 hit points
using a life power, that creature gains the same benefit.


Mark the Scent
As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.

Shifting
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.
While shifted, you have advantage on Wisdom checks.

Siphoning Element
Because of the interaction between your mortal body
and the eldamon within it, you relate to your element
in a multifaceted way, allowing you to siphon or nullify
energy rather than manifest it. At 1st level, you can use a
bonus action to alter the next elemental power you use
before the end of your turn. If you do, the power deals
half damage and loses all additional effects other than
damage (such as persistent damage, forced movement,
difficult terrain, and temporary hit points). In exchange,
the damage dealt by the power has no type and thus
ignores resistances or immunities to damage of that type.
You can’t use this feature to alter a power that requires an
additional effect in order to deal damage, such as a power
that deals damage or has an area based on distance moved.

Elemental Resistance
Your body becomes bolstered by life energy, protecting
you from dying. When you roll a 1 on a death saving
throw, it counts as one failure (instead of two).
Enhanced Resistance
When you make a death
saving throw and don’t roll a 1 on the die, it counts as
a success.

Elemental Locomotion
You can transmit yourself through a creature’s life force
in order to move through its space. As a bonus action,
you can touch a creature within 5 feet of you (even a
hostile one) and teleport to another unoccupied space
within 5 feet of that creature.

Elemental Sculptor
As an action, you can infuse life energy into a dying
creature you can see within 20 feet of you. The creature
becomes stable.

Elemental Senses
As an action, you can magically sense the presence of
nearby life force (or its counterforce within undead),
allowing you to detect the presence of non-construct
creatures within 60 feet of you that aren’t behind total
cover. This doesn’t allow you to see the creatures; you
just notice their presence.

Elemental Shield
Whenever you take damage while your elemental shield
is active, you can use your reaction to dismiss your
shield. If you do, you recover hit points equal to twice
your power level or the amount of damage you took
(whichever is less). This is a recovery effect.
Spellcasting
Ineffective Against Constructs
Life powers infuse creatures with life energy. Life
powers heal living creatures (any creature other than a
construct or undead) and harm undead ones. However,
life powers have no effect on constructs.

Recovery
Many life powers allow a creature to recover damage
from a particular damage source. This recovery often
happens immediately when the creature takes damage
or shortly thereafter, effectively reducing the damage it
would take. A recovery effect can never allow a creature
to recover more hit points than the damage it took, even
if several recovery effects happen at once. In addition,
a recovery effect can’t restore temporary hit points.
A recovery effect can potentially prevent a creature
from being reduced to 0 hit points and becoming
unconscious, but if the remaining damage is enough to
reduce them to 0 hit points, they are unconscious and
dying as normal. Recovery effects that happen later can
restore a dying creature normally, though they still can’t
heal a creature more than the amount of hit points they
lost, even in combination with other recovery effects.

Vital Resurgence
Temporary hit points you grant using your life powers
are full of resurgent life energy. If a creature with 0 hit
points would gain temporary hit points from one of
your life powers, they regain 1 hit point as well.
In addition, whenever you grant a living creature
temporary hit points using one of your life powers, you
can instead choose to restore a number of hit points to
that creature. Once you restore hit points in this way,
you can’t do so again until you finish a short or long rest.

Metapowers:
Widen Element
You manipulate the energy of your power, causing it to
spread out and affect a wider area. If the power affects an area and doesn’t have a duration, increase the area of that power. Increase the area’s radius, length, or width by 5 feet.

Nonlethal Element
You modulate your elemental output to hold off from
finishing your foe. If your power reduces a creature to
0 hit points, that creature becomes unconscious and is
stabilized.

Delayed Element
Prerequisite: 7th level
You delay an elemental power for later. Choose
a number of rounds, up to 1 minute. Instead of
happening instantly, your power takes effect at the
start of your turn after the chosen number of rounds
or when you refresh, whichever comes first. You choose
the power’s area and make other decisions when you use the power, not when it comes into effect. Depending
on the situation, this could cause the power to have no
effect (such as if the target is out of range when the
power occurs).

Overwhelming Element
Your overwhelming elemental power flows within
you, allowing you to overcome a creature’s resistances.
Damage dealt by your power ignores damage resistance.
Backstory
Nature's Bounty
Your deep knowledge of plants and
herbs alows you to find natural remedies and resources in
the wild. Once per week, you can identify and harvest herbs
and plants that can be used to create healing salves,
soothing teas, or natural remedies. This skil is invaluable
when conventional medicine is not available, helping you
and your companions recover from ailments and injuries
using the gifts of nature. However, be mindful of the
delicate balance of the ecosystems from which you harvest.
Ring of the Forgotten Vizier
Ring, Uncommon (requires attunement)
A simple electrum band inscribed with faded hieroglyphs that seem to rearrange themselves whenever ancient knowledge is discussed.

Ancient Insight:
You gain proficiency in the History skill. If you're already proficient, you instead gain expertise.

Recall the Past:
Once per long rest, you may spend 1 minute studying a ruin, relic, or inscription. The ring grants a flash of insight, allowing you to ask the DM one question about the object's history or original purpose. The answer is truthful but limited to information the object itself could reasonably "remember."
Staff of Elements
Elemental Conduit: 
When you deal damage with an elemental spell (fire, cold, lightning, thunder, or acid), you can add your proficiency bonus to one damage roll of that spell. You can use this property a number of times equal to your proficiency bonus per long rest.
Nature's Fury: 
Once per short rest, when you hit a creature with the staff, you can release an elemental burst.
Choose one:
Fire: Deal an additional 2d6 fire damage
Lightning: Deal an additional 2d6 lightning damage
Frost: Deal an additional 2d6 cold damage and reduce the target's speed by 10 feet until its next turn
Thunder: Deal an additional 2d6 thunder damage and push the target 10 feet

Bear's Strength:
 While transformed, you gain +1 AC and your natural attacks count as magical

Primal Roar: 
Once per long rest, while transformed, you can release a mighty roar as a bonus action. Creatures of your choice within 15 feet must make a DC 16 Wisdom saving throw or become frightened until the end of your next turn


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" with a large format like A3.
Then print the resulting PDF to whichever format you need with "fit to page" selected.

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