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Far Traveller
CLASS & LEVEL BACKGROUND PLAYER NAME
Glacies Erinclaw Human/Turami Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
16 +8 30
0 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
10 PERSONALITY TRAITS
+3 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
16 ●
+6 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
10 ●
+6 Insight (Wis)
Crossbow, hand +7 1d6+3 piercing
Clothes, traveler’s
WISDOM
●
●
+5 Intimidation (Cha)
+4 Investigation (Int)
Longsword +7 1d8+3 slashing
Crossbow bolt
+2 Medicine (Wis) x20
+2 0 Nature (Int)
Explorer's Pack
●
+6 Perception (Wis) Number of
14
+1 Performance (Cha)
Attacks: 2 Scale mail
CHARISMA
+1 Persuasion (Cha)
0 Religion (Int)
Viol
+1 +3 Sleight of Hand (Dex)
+3 Stealth (Dex)
12 ●
+6 Survival (Wis)
SP
Tool Proficiencies: Playing Card
Set
EP
Language Proficiencies:
Common; Draconic; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
21 6'2' 126lb
AGE HEIGHT WEIGHT
Glacies Erinclaw Blue Pale White
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits------------
Alert. You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances
are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by
far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to
people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name
a few, might be interested in hearing about your distant homeland and people. .
Blood Maledict. You gain access to Blood Curse. After you invoke a curse, but before it affects the target, you AMPLIFY the curse by suffering
damage = your crimson rite die. Bloodless creatures are immune to Blood Curses.
You can use this feature once per rest. You gain additional uses at levels 6, 11, 17.
Bloodlust (Hybrid form). At the start of your turn, if you've taken any damage since your last turn, you must make a DC 10 Wisdom saving
throw (DC 15 if below half health). On a fail, you must move towards the nearest creature and use the Attack action against that creature, your
turn immediately ends and you regain control. If you're under an effect that prevents you from concentrating, you automatically fail this saving
throw.
Crimson Rite. As a bonus action, you can imbue one weapon with a known rite. Reduce your current and maximum HP by an amount equal to
your character lvl. This reduction to your max HP cannot be restored until the rite fades. The rite lasts until your next rest, the weapon leaves
your hand, or you let it fade as free action. While a rite is active, the imbued weapon deals an additional 1d4 damage of your chosen rite. Rite
damage increases to 1d6 at 6th, 1d8 at 11th, and 1d10 at 16th.
Curse of Spell Sunder. When an enemy casts a spell that requires a spell attack roll and targets you, you can use your reaction to impose
disadvantage on the spell attack roll.
AMPLIFY: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you
automatically.
Curse of the Fallen Puppet. When a creature falls unconscious or dies within 30 feet of you, you can use your reaction to have the creature
make a single weapon attack against a target of your choice within 5ft of the creature.
AMPLIFY: The attack gets a bonus to attack and damage equal to your Wisdom modifier.
Curse of the Marked. As a bonus action, you mark a target within 30ft. Until the end of your turn, all crimson rite damage you deal to the target
is doubled.
AMPLIFY: The marked target also loses resistance to your rite damage type until the beginning of your next turn.
Cursed Weakness (Hybrid form). Your have vulnerability to damage from silvered weapons.
Dark Velocity. In dim light or darkness your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.
Dual Wielder. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Feral Might (Hybrid form). You gain a bonus to melee damage rolls equal to 1/2 of your proficiency modifier (rounded down). You have
advantage on Strength Checks and Saving Throws.
Heightened Senses. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hunter's Bane. Advantage on Survival checks to track Fey, Fiends, Undead; and Intelligence checks to recall information about them. You
cannot be surprised by any creatures of a type you are actively tracking. You can only be tracking one type at a time.
Hybrid Transformation. As an action, you can transform into your Hybrid form twice before completing a short or long rest. This form lasts for
10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your
turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
While transformed you gain the features labeled 'Hybrid form.'.
Improved Predatory Strikes. While in hybrid form with an active rite, your unarmed strikes are considered magical.
Predatory Strikes (Hybrid form). Your unarmed strikes deal 1d6 slashing damage and are considered a single weapon in regards to your
crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the
Attack action with an unarmed strike. you can make another unarmed strike as a bonus action. Unarmed damage increases to 1d8 at 11th
level, and 1d10 at 18th level.
Resilient Hide (Hybrid form). You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't
silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Stalker's Prowess. Your speed increases by 10 ft. You also add 10 ft to your vertical jump and 3 ft to your high jump.
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