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INSPIRATION
STRENGTH
16 +2 30 Proud
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Honorable
17 PERSONALITY TRAITS
14 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 +2 Acrobatics (Dex) Total 3d10 SUCCESSES Onuris will often hold to certain acts as incongruous to
the ways of his people or opposite to what they believe,
12 0 Animal Handling (Wis) FAILURES
he will avoid it completely, even going so far as to
report those who commit even a minor offense.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5 Athletics (Str)
+1 -1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
13 0 Insight (Wis)
Handaxe +5 1d6 + 3 slashing
Backpack
WISDOM
●
+1 Intimidation (Cha)
+1 Investigation (Int)
Pike +5 1d10 + 3 piercing
Chain mail
0 Medicine (Wis) Lance +5 1d12 + 3 piercing
Crowbar
0 +1 Nature (Int)
Hammer
●
+2 Perception (Wis) Number of
11
-1 Performance (Cha)
Attacks: 1 Piton x10
CHARISMA
-1 Persuasion (Cha)
+1 Religion (Int) Spear. +5, 1d6 + Rations (1 day)
-1 +2 Sleight of Hand (Dex)
3 piercing x10
8
+2 Stealth (Dex) Rope, hempen
+2 Survival (Wis)
Tinderbox
●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
33 6'4 250lb
AGE HEIGHT WEIGHT
Onuris Golden yellow-gold coat reddish-brown mane
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fighter
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Booming Blade
Thunderclap
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Earth Tremor
Shield
4
Thunderwave
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
----------Bonus Actions----------
Second Wind. Regain 1d10 + 3 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Brave. You have advantage on saving throws against being frightened.
Dueling Fighting Style. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage rolls with
that weapon.
Lionhearted. When you roll your Hit Dice to regain hit points, you may
add your Strength modifier to the hit points gained, in addition to your
Constitution modifier.
Meaty Grasp. You may use the higher damage die of versatile
weapons while wielding the weapon in one hand.
Weapon Bond. At 3rd level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform the ritual over
the course of 1 hour, which can be done during a short rest. The
weapon must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge the bond.
You can have up to two bonded weapons, but can summon only one at
a time with your bonus action. If you attempt to bond with a third
weapon, you must break the bond with one of the other two.
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