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• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +5 Constitution +2 15 45 --
+3 -1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
17
+2 Charisma
Total 4d12 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage on DEX
+2 against effects that you
can see while not
DEFENSES HIT DICE DEATH SAVES
blinded, deafened, or
14 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+3 +3
-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
+2 Stealth DEX === BONUS ACTIONS === Your rage ends early if you are knocked unconscious
CHARISMA Frenzy Attack or if your turn ends and you haven’t attacked a hostile
+3 Survival WIS
While in a frenzy, you can make a single melee creature since your last turn or taken damage since
then. You can also end your rage as a bonus action.
+2 weapon attack as a bonus action on each of your
turns after this one.
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