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Wild Magic Barbarian 11 Genie Warlock 6 Rune Knight 3

CLASS & LEVEL BACKGROUND PLAYER NAME


Broly
Goliath Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I feel far more comfortable around
18 1 30 animals than people.

20 6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
If you do me an injury, I will crush you,
ruin your name, and salt your fields.

5 PERSONALITY TRAITS

Hit Point Maximum


● Strength We have to take care of each other,
DEXTERITY

12 ●


Dexterity
Constitution
188 because no one else is going to do it.

CURRENT HIT POINTS IDEALS


Intelligence
1 Wisdom
Nothing is more important that
Charisma the other members of my family.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16

Acrobatics (Dex) Total SUCCESSES My anger and lack of control will
3 probably lead to my destruction

Animal Handling (Wis) 11d12/3d10/6d8 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
Athletics (Str)

8

Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Stone's Endurance: 1/short
Punch 11 1d8+5 When you take damage, you can use your
-1 Insight (Wis) reaction to roll a d12+CON, reduce the

Intimidation (Cha) Ki Blast 7 1d10+1 damage by that total.

WISDOM Investigation (Int) Powerful Build:


You count as one size larger when
Medicine (Wis)
8
Nature (Int) Ba's Ear (Talisman+Runes)
determining your carrying capacity and the
weight you can push, drag, or lift.

-1

Perception (Wis) Plate Armor Mountain Born:
Performance (Cha) You have resistance to cold damage. You're
LSS: Bolstering Magic +d3 also acclimated to high altitude, including
CHARISMA Persuasion (Cha)
elevations above 20,000 feet.
Religion (Int) atk roll
13 Sleight of Hand (Dex) SSJ: Giant's Might big +1d6 Fighting Style: Unarmed Fighting
Your unarmed strikes can deal bludgeoning
Stealth (Dex) dmg damage equal to 1d6+ STR. If you strike with
1 two free hands, the d6 becomes a d8. When

Survival (Wis) Wrathful: Rage +3 dmg +resis you successfully start a grapple, you can
SKILLS ATTACKS & SPELLCASTING deal 1d4 bludgeoning damage to the
grappled creature. Until the grapple ends,
you can also deal this damage to the
15 PASSIVE WISDOM (PERCEPTION) Feat: Crusher creature whenever you hit it with a melee
CP -Once per turn, when you hit attack.
a creature with an attack Unarmored Defense
that deals bludgeoning While you are not wearing any armor, your
Common, Giant SP
damage, you can move it 5 AC equals 10+DEX+CON
feet to an unoccupied space,
Armor: All armor, shields EP provided the target is no Danger Sense
more than one size larger You have advantage on DEX Saving Throws
Weapons: Simple weapons, than you. against Effects that you can see, such as
GP traps and Spells. To gain this benefit, you
martial weapons -When you score a critical
can't be Blinded, Deafened, or Incapacitated.
hit that deals bludgeoning
PP damage to a creature, attack
Smith's tools rolls against that creature
are made with advantage
until the start of your next
turn.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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48 6'9" 350 lbs
AGE HEIGHT WEIGHT
Broly
Black Tan Black
CHARACTER NAME EYES SKIN HAIR

Second Wind 1/short


You can use a bonus action to regain hit points NAME
equal to 1d10 + your fighter level.
Action Surge 1/short
On your turn, you can take one additional action.
Giant Might prof/long
As a bonus action, you magically gain the
following benefits, which last for 1 minute:
You become Large, along with anything you are
wearing. If you lack the room to become Large,
your size doesn't change.
You have advantage on Strength checks and
Strength saving throws.
Once on each of your turns, one of your attacks
with a weapon or an unarmed strike can deal an
extra 1d6 damage to a target on a hit.
Feat: Tough
Your hit point maximum increases by an amount
equal to twice your level when you gain this SYMBOL
feat. Whenever you gain a level thereafter, your
hit point maximum increases by an additional 2
hit points.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Rage 4/long
Rune Carver You can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't
(DC 17) wearing heavy armor:
Whenever you finish a long rest, you can - You have advantage on STR checks and STR Saving Throws.
touch a number of objects equal to the - When you make a melee weapon Attack using STR, you gain a +3 bonus to the damage roll.
number of runes you know, and you inscribe - You have Resistance to bludgeoning, piercing, and slashing damage.
a different rune onto each of the objects. To You can't cast spells or concentrate on them while raging.
be eligible, an object must be a weapon, a Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends
suit of armor, a shield, a piece of jewelry, or and you haven't attacked a Hostile creature since your last turn or taken damage since then. You
something else you can wear or hold in a can also end your rage on Your Turn as a Bonus Action.
hand. Your rune remains on an object until Reckless Attack
you finish a long rest, and an object can bear When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so
only one of your runes at a time. gives you advantage on melee weapon Attack rolls using STR during this turn, but Attack rolls
-Cloud Rune. 1/short against you have advantage until your next turn.
You have advantage on Sleight of Hand and Brutal Critical
Deception checks. When you or a creature You can roll one additional weapon damage die when determining the extra damage for a critical
you can see within 30 feet of you is hit by an hit with a melee Attack.
attack roll, you can use your reaction to Invocation: Agonizing Blast
invoke the rune and choose a different When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit
creature within 30 feet of you, other than the
attacker. The chosen creature becomes the
target of the attack, using the same roll. This
magic can transfer the attack's effects
regardless of the attack's range. ADDITIONAL FEATURES & TRAITS
-Stone Rune. 1/short
You have advantage on Insight checks, and
you have darkvision out to a range of 120
Feral Instinct
feet. In addition, when a creature you can You have advantage on Initiative rolls If you are surprised at the Beginning of Combat
see ends its turn within 30 feet of you, you and aren't Incapacitated, you can act normally on your first turn if you enter your rage
can use your reaction to invoke the rune and before doing anything else on that turn.
force the creature to make a WIS saving Relentless Rage
throw. Unless the save succeeds, the If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC
creature is charmed by you for 1 minute. 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time
While charmed in this way, the creature has you use this feature after the first, the DC increases by 5. When you finish a short or
a speed of 0 and is incapacitatedr. The
creature repeats the saving throw at the end
Long Rest, the DC resets to 10.
of each of its turns, ending the effect on a Rebuke of the Talisman:
success. When the wearer of your talisman is hit by an attacker you can see within 30 feet of
Pact of the Talisman prof/long you, you can use your reaction to deal psychic damage to the attacker equal to your
When the wearer of the talisman fails an proficiency bonus and push it up to 10 feet away from the talisman's wearer.
ability check, they can add a d4 to the roll,
potentially turning the roll into a success.
CHARACTER BACKSTORY TREASURE

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48 10' 500 lbs
AGE HEIGHT WEIGHT
Broly
White Tan Green
CHARACTER NAME EYES SKIN HAIR

Magic Awareness prof/long


As an action, you can open your awareness to NAME
the presence of concentrated magic. Until the
end of your next turn, you know the location of
any spell or magic item within 60 feet of you that
isn't behind total cover. When you sense a spell,
you learn which school of magic it belongs to.
Bolstering Magic prof/long
As an action, you can touch one creature (which
can be yourself) and confer one of the following
benefits of your choice to that creature:
-For 10 minutes, the creature can roll a d3
whenever making an attack roll or an ability
check and add the number rolled to the d20 roll.
-Roll a d3. The creature regains one expended
spell slot, the level of which equals the number
rolled or lower (the creature's choice). Once a
creature receives this benefit, that creature can't
receive it again until after a long rest. SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Wild Surge
Wild Magic Table When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If
-1 Each creature of your choice that you can the effect requires a saving throw, the DC equals 8+prof+CON. Effects other than temporary HP
see within 30 feet of you must succeed on a and damage last only as long as your rage, and effects that give you an activated ability may be
CON save or take 1d12 necrotic damage. used on a bonus action on each of your turns.
You also gain temporary hit points equal to Unstable Backlash
1d12 plus your barbarian level. Immediately after you take damage or fail a saving throw while raging, you can use your reaction
-2 You teleport up to 30 feet to an to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your
unoccupied space you can see. current Wild Magic effect.
-3 An intangible spirit, which looks like a Genie's Wrath
flumph or a pixie (your choice), appears Once during each of your turns when you hit with an attack roll, you can deal fire damage to the
within 5 feet of one creature of your choice target equal to your proficiency modifier
that you can see within 30 feet of you. At the Elemental Gift prof/long
end of the current turn, the spirit explodes, You have resistance to fire damage. In addition, as a bonus action, you can give yourself a flying
and each creature within 5 feet of it must speed of 30 feet that lasts for 10 minutes, during which you can hover.
succeed on a DEX save throw or take 1d6 Cloak of Flies 1/s
force damage. As a bonus action, you can surround yourself with a magical aura. The aura extends 5 feet from
-4 Magic infuses one weapon of your choice you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss
that you are holding. The weapon's damage it as a bonus action. The aura grants you adv on Intimidation checks but dis on all other CHA
type changes to force, and it gains the light checks. Any other creature that starts its turn in the aura takes poison damage equal to your CHA
and thrown properties, with a normal range
of 20 feet and a long range of 60 feet. If the
weapon leaves your hand, the weapon
reappears in your hand at the end of the ADDITIONAL FEATURES & TRAITS
current turn.
-5 Whenever a creature hits you with an
attack roll that creature takes 1d6 force
Bottled Respite:
damage. As an action, you can magically vanish and enter your vessel, which remains in the
-6 You are surrounded by multicolored, space you left. The interior of the vessel is an extradimensional space in the shape of a
protective lights; you gain a +1 bonus to AC, 20-foot-radius cylinder, 20 feet high, and resembles your vessel. While inside, you can
and while within 10 feet of you, your allies hear the area around your vessel as if you were in its space. You can remain inside the
gain the same bonus. vessel up to a number of hours equal to twice your proficiency bonus. You exit the
-7 Until your rage ends, the ground within 15 vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed.
feet of you is difficult terrain for your enemies. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects
-8 A bolt of light shoots from your chest.
Another creature of your choice that you can
left in the vessel remain there until carried out, and if the vessel is destroyed, every
see within 30 feet of you rust succeed on a object stored there harmlessly appears in the unoccupied spaces closest to the vessel's
CON save or take 1d6 radiant damage and former space. Once you enter the vessel, you can't enter again until you finish a long
be blinded until the start of your next turn. rest.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock CHA 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Booming Blade Thunder Step

Eldritch Blast Counterspell

Thunderclap Dispel Magic

Fireball

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Arms of Hadar

Expeditious Retreat
4
Burning Hands
SPELLS KNOWN

2
Earthbind

Hold Person

Scorching Ray
5

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

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