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INSPIRATION
STRENGTH
20 +2 30ft I love a good insult, even
20 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
one directed at me.
+5 PERSONALITY TRAITS
14 ●
+2
+10
Dexterity
Constitution
172 of new ideas and bold action.
CURRENT HIT POINTS IDEALS
+0
Intelligence
+2 +2
Wisdom
-4
Charisma I wish to retrieve my
CONSTITUTION SAVING THROWS
memories.
TEMPORARY HIT POINTS BONDS
21 3d12
●
+7
Acrobatics (Dex) Total SUCCESSES
I have an hard time controling my
+5
+2
Animal Handling (Wis) 4d12 FAILURES temper, especially in the arena.
+0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+8
Athletics (Str)
11 -4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Brawler's Surge (2/3)
+0
History (Int) At 1st level, on your turn, you can enter a rage as a bonus action. While raging, you gain
Fists +10 1d10+5/bl the following benefits if you aren't wearing heavy armor:
+0 +2
Insight (Wis) You have advantage on all Constitution checks and saving throws.
You gain a number of temporary hit points equal to your Constitution modifier in each of
●
+1
Intimidation (Cha) Gauntlent +10 +1d4/pier your turns.
When you use the Attack action with an unarmed strike on your turn, you can make one
unarmed strike as a bonus action.
Investigation (Int)
Chose two damage types. While surging, you have resistance to those damage types.
WISDOM +0
Once you choose, you may not choose a different type until you gain a level.
Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if your turn
Medicine (Wis)
+2 ends and you haven't attacked a hostile creature since your last turn or taken damage
14 +0
Nature (Int)
since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your unarmed brawler level in the
Brawler's Rages column of the Unarmed Brawler table, you must finish a long rest before
you can rage again.
+2
●
+7
Perception (Wis) Reckless Punch
Starting at 2nd level, when you make your first attack on your turn, you can decide to make
●
+1
Performance (Cha) an unarmed attack recklessly. Doing so gives you advantage on all unarmed attack rolls
during this turn, but attack rolls against you are rolled with advantage until the beginning of
your next turn.
CHARISMA -4
Persuasion (Cha) The Smash
Starting at the 3rd level you can now perform your official Sunday punch, "The Smash".
+0
Religion (Int) You wind up and deliver one of your most devastating punches to a single enemy.
2 +2
Sleight of Hand (Dex)
Once in each of your turns, when you hit a creature with your unarmed strike, you can add
3d8 to the damage caused by that attack. This damage increases as you gain levels in this
class.
+2
Stealth (Dex) In addition, when you take damage from an attack made by a creature within 5 feet, you
can spend one use of your smash to counter that attack. You deal damage equal to your
-4 smash damage (without adding modifiers or unarmed strike damage).
+2
Survival (Wis)
You can use this feature twice. You regain all expended uses on a short or a long rest.
Tool Proficiencies: None Water skin and five days break objects. (this does not stack with any other ability that that also increases your
carrying capacity and maximum lift).
Minotaur. PP
Iron Gauntlets You can use this feature a number of times equal to your Constitution modifier. Once you
expend all your uses, you can't do it again until you complete a long rest.
150ft of bandage
Unshakable Resolve
10 large jars of oil Starting at the 7th level, your mental fortitude and overall stubborn mentality makes you
difficult to being frightened and charmed. You have advantage on any roll, for effect that
60 Spark stones renders you frightened, charmed or any effect that would alter or harm your state of mind.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 7 feet 400 Lbs
AGE HEIGHT WEIGHT
Loa
Black Black Black
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Loa woke up in the middle of a Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
forest, surrounded by some used Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to
shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw
equipment and some woodland against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Critical KO Punch
across what seemed to be a Beginning at 9th level, you can roll one additional unarmed strike damage die when determining the extra damage for a critical hit with a melee attack.
settlement. This increases to two additional dice at 13th level and three additional dice at 17th level.
thing he knew, he had something Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
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.