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Warrior 5 Horde

CLASS & LEVEL BACKGROUND PLAYER NAME

Mag'har Orc
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 0 30 ft.
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

18 PERSONALITY TRAITS

Hit Point Maximum 49


● +7 Strength
DEXTERITY

0 ●
0

+5
Dexterity
Constitution
/ 49
CURRENT HIT POINTS IDEALS
+0 Intelligence
10 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
0 Acrobatics (Dex) Total 5d10 SUCCESSES
16 Animal Handling (Wis)
● +4
1d10+3 FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +7 Athletics (Str)

+0 +1

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Greataxe +7 1d12+4 Slashing - Mortal Strike: (Costs 2 Rage)


10 +1 Insight (Wis) When you hit with an attack, spend 1
● +4 Intimidation (Cha) Rage to deal +1d8 damage and all
healing the target received is halved
WISDOM +0 Investigation (Int)
until your next turn.
+1 Medicine (Wis)
+1 +0 Nature (Int) Extra Attack: When you take the Attack - Whirlwind: (Costs 2 Rage)
+1 Perception (Wis) Action, you attack twice. Instead of taking the Attack action, you
13 make an attack against every enemy
+1 Performance (Cha)
Rage: O O O O O O O O adjacent to you, dealing +1d6 damage
● +4 Persuasion (Cha) on each.
CHARISMA
+0 Religion (Int) (Rage vanishes when not in combat)
+1 0 Sleight of Hand (Dex)
You gain 1 Rage each time you hit with
- Hamstring: (Costs 1 Rage)
If you hit with an Attack, spend 1 Rage
0 Stealth (Dex)
12
an attack you didn't spend Rage on, or to deal +1d4 damage and reduce the
● +4 Survival (Wis) are hit by an attack. target's Speed by 1/2 until the end of
SKILLS ATTACKS & SPELLCASTING
their next turn.

- Second Wind:
11 PASSIVE WISDOM (PERCEPTION)
- Plate As a Bonus Action, you regain 1d10+5
CP 0 - Greataxe hit points. (1 use per rest)
- Backpack
Languages:Common, SP 0 - Crowbar
- Hammer Mag'har Orc Traits:
Proficiencies:Athletics, EP 0 - Piton (10)
- Rations (1 day) (10) - Ancestral Call:
Constitution Saving Throws, As a Bonus Action, you gain +1 to hit
- Rope, Hempen (50 feet)
Heavy Armor, Intimidation, Light GP 0 - Tinderbox and damage until the end of your next
Armor, Martial Weapons, Medium - Torch (10) turn.
Armor, Shields, Simple Weapons, PP 0 - Waterskin
Strength Saving Throws, Survival, - Potion of Greater Healing - Savage Blood:
(4d4+4) You have advantage on saving throws
vs poison or disease.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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