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Unarmed Brawler Level 13 Gladiator

CLASS & LEVEL BACKGROUND PLAYER NAME


Loa
Minotaur Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

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

Hit Point Maximum 172


● +10
Strength
DEXTERITY Creativity. The world is in need

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.

SKILLS ATTACKS & SPELLCASTING Iron Stance


Starting at the 3rd level, you can rain punches over your enemies as long as you keep a
solid stance. At the start of your turn, when you choose to take the Attack action, and as
long as you have not used any of your movement, you can use your bonus action to make
an additional attack.

14 PASSIVE WISDOM (PERCEPTION)


Old sleeveless cotton shirt,
Extra Attack
Mighty Blows
CP Starting at the 6th Level, you punch so hard with your unarmed strikes that they cause
worn out stiff fabric trousers, internal hemorrhaging, effectively bypassing any form of resistances and immunities to
non-magical bludgeoning damage.
and old shoes made from This does not affect constructs, but immunity to non-magical bludgeoning damage turns
SP boat sales(canvas) with stiff into resistance.

Armor: None rubbery leather soles.


Enlarged Muscles
Starting at the 6th level, your muscles over harsh training and brutal abuse, have become

Weapons: Brass Knuckle EP


Hand wraps
harder then Raw Iron. You gain a +2 to your AC as long as you are not wearing any form
of armor or shield. Your carrying capacity (including maximum load and maximum lift) is
doubled, and you have advantage on Strength checks made to push, pull, lift, grip, or

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).

worth of stale unsalted


Languages. You can speak, GP 297 crackers.
Brute Force
Starting at the 10th level, through your agonizing training you have learned the perfect way
to advance on ranged opponents. When an opponent hits you with a ranged attack and

read, and write Common and Top Hat


you can see them, as a reaction, you can advance in their direction an amount of distance
equal to your race's moving speed. If you are within 5 feet of the target, you can perform
an unarmed strike during the same reaction with no other cost.

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.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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.

creatures, barely having any Sentinel


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
memory of anything that happened • Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
before besides his name. He • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
started to wander around the forest • When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a
in search of answers, until he came melee weapon attack against the attacking creature.

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.

On the way to the town he was Immovable Object


Starting at 10th level, your sheer mass of muscle makes you heavier then you look. While in combat, any effects that would cause you to move unwillingly, now only
attacked by a bear, which he move you for half the distance (rounded down).

managed to kill on his own, Enraged Willpower


Starting at 11th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop
apperantly his name wasn't the only to 1 hit point instead.

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.

fighting power to him, as long with


the equipment to back it up. ADDITIONAL FEATURES & TRAITS
From there on to the town it was a
peaceful walk, till he got a ride from
a band group, they saw him kill that
bear from a distance, and were
most definitly impressed by his
skills. This group was named (party
name) and Loa, having barely any
memory of the past and not much
to do, decides to tag along. Upon
the arrival on the town he seems to
recall something of his past.. What
seemed to be a group of bandits
ambushing him..

CHARACTER BACKSTORY TREASURE

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.

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