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Knuckles

5 Level (0/14000 XP for level-up) Background Infernape Race / Species / Heritage Alignment
Pokemon
Level 5
Hit Dice: 5/5
1d6+1 Class 1

STR
18
+4
DEX
14
+2
CON
12
+1
INT
8
-1
WIS
10
+0
CHA
14
+2
37
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
10
Passive Perception
/
PP
Spellcasting ...
+4 Attack mod
CON Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+5 Dexterity
+1 Constitution
-1 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+7 Athletics STR
+2 Deception CHA
-1 History INT
+0 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Blaze Kick +4 STR 2d6+4
 Flams burst from your feet as you deliver a powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned, This move scores a critical hit on 19s and 20s. Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Quick Guard +2 DEX
Thunder Punch +4 STR 2d6+4
Shadow Claw +4 STR 1d12+4
 Type Ghost Move Power: STR/DEX Move Time: 1 action PP: 10 Duration: Instantaneous Range: 20ft Description: You strike with a sharp claw made from shadows in range. Make a ranged attack, dealing 1d12 + shadow to make a melee attack roll against a target within MOVE ghost damage on a hit. This moves scores a critical range hit on natural attack rolls of 19 and 20. Higher Levels: The damage dice roll for this move changes at level 5, 2d12 at level 10, and 6d6 at level 17.
Fusion Barrage +4 STR 5d6+4
 Fusion Flare Type: Fire Move Power: STR Move Time: 1 action PP: 3 Duration: Instantaneous Range: 100ft Description: You summon a gigantic fireball that the user absorbs into their fist and strikes When you activate this move, down from the heavens in a 60 foot circle, centered on a All creatures caught in the blast must you use this move on your make a DEX save against your Move DC, taking 5d +6 MOVE fire damage on a failure, or half as much on a If Fusion Bolt was already used this round, double original damage. The damage resets if any of the attacks the damage dealt. Fusion Flare may be used to thaw out miss, or if you are incapacitated. the user from the frozen status before attacking. Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17
U-Turn +2 DEX 1d12+2
 You lash out with a quick strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE bug damage on a hit. After this move is activated, a trainer must switch out the user as a free action. Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blaze Kick Melee 2d6
 Notes:for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before Type: Fire your next turn. On your next turn, you use your action to Move Power: STR/DEX lash out at a target with a normal ranged attack, striking Move Time: 1 action them for double the amount of typeless damage you took PP: 5 on a successful hit. At 10th Level, you can choose to hold Duration: Instantaneous Bide for a second turn for the chance to add additional Range: Melee damage to the attack. Description: Flames burst from your feet as you deliver a Higher Levels: You may continue to stockpile damage for 2 turns at level 10 and above. powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned. This move scores a critical hit on 19s and 20s. Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Power up punch 1 action Melee Instantaneous
Close combat 1 action Melee Instantaneous 2d10
Flamethrower 1 action 40ft Instantaneous 2d8
 Notes:You shoot a concentrated gout of flame in an 40 foot cone must succeed on a DEX save against your Move DC, taking 2d8+MOVE fire damage on a failure, or half damage on a success. Any creature that fails the save by 5 or more becomes burned. Higher Levels: The damage dice for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
U-turn
Fusion Barrage
Muscle band
1 hyper potion
1 gold nugget
53 blast seed
firium z
fightinium z
infernionite

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 728, Platinum: 0 Money
Blaze: When this Pokémon falls below 25% of its maximum HP, double the STAB damage for its fire- maximum HP, double the STAB damage for its fire-
type moves.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, 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" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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