TEXT: STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  PROFICIENCY
  INSPIRATION
  PASSIVE
  PERCEPTION
  RACE
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  CHARACTER NAME
  RACIAL TRAITS
  PASSIVE
  INSIGHT
  YOJIMBO
  BUSHIDO CODE
  AC
  INITIATIVE
  SPEED
  Hit Point
  Maximum
  Temporary
  Hit Points
  HIT DICE
  DEATH SAVES
  SUCCESES
  FAILURES
  Used
  Total
  d10
  PROFICIENCIES
  LIGHT
  ARMOR
  MEDIUM
  ARMOR
  MARTIAL
  WEAPONS
  SIMPLE
  WEAPONS
  SHIELDS
  HEAVY
  ARMOR
  LANGUAGES
  TOOLS & OTHER PROFICIENCIES
  NAME
  ATK BONUS
  DAMAGE/TYPE
  SAVING THROWS
  ATHLETICS
  SAVING THROWS
  ACROBATICS
  SLEIGHT OF HAND
  STEALTH
  SAVING THROWS
  ARCANA
  HISTORY
  INVESTIGATION
  NATURE
  RELIGION
  SAVING THROWS
  ANIMAL HANDLING
  INSIGHT
  MEDICINE
  PERCEPTION
  SURVIVAL
  SAVING THROWS
  DECEPTION
  INTIMIDATION
  PERFORMANCE
  PERSUASION
  SAVING THROWS
  FIGHTING STYLE
  LEVEL
  2
  HANSHA
  LEVEL
  9
  You gain proficiency in Dexterity saving throws. If you already 
  have this proficiency, you instead gain proficiency in Intelligence or 
  Charisma saving throws (your choice).
  KAMAE KODONA
  LEVEL
  14
  Whenever you would learn a new basic stance, you can instead 
  learn an advanced stance of your choice, detailed at the end of the 
  class description.
  BUSHIDO CODE FEATURE
  LEVEL
  3
  BUSHIDO CODE FEATURE
  LEVEL
  7
  BUSHIDO CODE FEATURE
  LEVEL
  13
  BUSHIDO CODE FEATURE
  LEVEL
  18
  LEVEL
  5
  TOREKKA
   • As an action, you can touch a willing creature and spend 1 
  balance point to learn to speak a language of your choice that 
  creature speaks. You know this language until you finish a long rest, 
  you use this ability again, or you become unconscious or die.
   • As an action, you can spend 2 balance points to give yourself 
  supernatural awareness of the surrounding landscape. For 1 hour, you 
  can’t become lost except by magical means, and difficult terrain doesn’t 
  slow your group’s travel.
  LEVEL
  6
  JUNBI
  At the start of your turn, you can choose to spend your turn in 
  intense concentration. When you do, you can’t move, speak, or take 
  any actions or reactions until the start of your next turn, or until you 
  lose concentration (as though concentrating on a spell). If you 
  maintain concentration this way until the start of your next turn, you 
  regain a number of your expended balance points, choosing how many 
  are positive and how many are negative, equal to half your balance 
  point maximum.
     You can’t use this feature if you’re unconscious at the start of your 
  turn.
     Once you regain balance points this way, you must finish a long rest 
  before you can use this feature again. You can use this feature twice per 
  day beginning at 11th level, and three times per day beginning at 17th 
  level. When you finish a long rest, you regain all of your expended uses.
  LEVEL
  5
  EXTRA ATTACK
  You can attack twice, instead of once, whenever you take the 
  Attack action on your turn.
     The number of attacks increases to three when you reach 15th level in 
  this class.
  LEVEL
  11
  KINBEN
  When you hit a creature with a melee weapon attack, you can 
  spend 1 balance point to mark the target with spiritual energy until 
  the end of your next turn. For the duration, you are able to perceive the 
  target as if you had truesight to a range of 60 feet, it can’t become 
  hidden from you while within 60 feet of you, and your melee weapon 
  attacks against it deal an additional 1d6 force damage.
  LEVEL
  18
  ISHIKI
  While you maintain concentration on your Junbi, you have 
  blindsight and truesight to a range of 60 feet. If you maintain 
  concentration on it until the start of your next turn, you can choose any 
  number of creatures within 60 feet of you, spending 1 balance point for 
  each chosen creature. You gain the benefits of your Kinben against each 
  of the chosen creatures for 1 minute.
  LEVEL
  20
  KANPEKI 
  Whenever you enter a basic stance, you can use either its 
  Positive or Negative Channel without spending a balance point. 
  You can still use the other by spending a corresponding balance point, 
  as normal.
  ADDITIONAL COMBAT FEATURES
  STANCES KNOWN
  STANCE
  SAVE DC
  BALANCE POINTS
  Used
  Total
  +
  -
  +
  -
  Total
  www.barkalotdesigns.com
  
  CHARACTER NAME
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  AGE
  HEIGHT
  WEIGHT
  DISTINGUISHING MARKS
  EYES
  SKIN
  HAIR
  SCARS
  BACKPACK/STORAGE
  BACKGROUND
  EQUIPMENT
  CP
  SP
  EP
  GP
  PP
  MAGIC ITEMS
  HEAD
  AMULET
  CLOAK
  ARMOR
  HANDS/ARMS
  RING
  RING
  BELT
  BOOTS
  Attuned
  ALLIES
  ENEMIES
  Attuned
  Attuned
  Name
  Name
  PERSONALITY TRAITS
  IDEALS
  BONDS
  FLAWS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Nathanal Roux - Class Character Sheet Yojimbo v02 Fillable.pdf