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Class, Level & Archetype Experience Points

Lvl 3 Sharpshooter Lvl 3 Carver


Beast Heritage Culture Background
Half Orc (Turnskin) Lone Wanderer Beast Hunter
Character Name

Ability Scores Proficiency


Inspiration Source Motivation

Strength
+ 2 Bonus
War of Attrition - Thwarting the spread of the curse in any way whatsoever. Hunt down every last werewolf.
Rid the world of the lycan's curse.
Inspiration Feature
SAVE

-3 -5
Slayer's Gift - Add a +5 bonus to any roll.
-

Initiative Fulfillment Feature


Prof
16 Ability or Skill Check Eyes of The Slayer - Gain the Death Gaze bonus action. Inspiration

Skills
Dexterity Evasion
SAVE
16 14
-3 -3
Passive
Stealth 15 Passive
Insight 15 Passive
Perception 15 Passive
Authority 18
-

Reduction (Dexterity) (Wisdom) (Wisdom) (Strength)

16
Prof 4 Skill Specialty
Expertise
Die Skill Specialty
Expertise
Die

Acrobatics Medicine
Current Hit Points
Constitution

39
SAVE Animal Handling Nature
-2 -2
-

Arcana Perception
Prof
14 Hit Dice Maximum
Hit Points Athletics Performance
3d10
Intelligence Total _____
3 39 Culture Persuasion
SAVE

0 0 Temporary Hit Points


Deception Religion
Prof
11 Engineering Sleight of Hand

Wisdom History Stealth


SAVE
Death Saves
-3 -5 Successes Insight Survival
-

Failures
Prof
Intimidation Authority 1d4 Track Quarry (Profession) 1d4
16 Fatigue
Strife
Investigation Renowned (Talent) 1d4
Charisma Supply Proficiencies
SAVE Light Medium Heavy

-1 Armor Armor Armor Languages: Common, Sylvan, Orcish, Wolf


-1 0
-

Tools: Alchemist's Supplies


Simple Martial
Prof Days To Expiration Weapons Weapons Shields
Other Proficiencies:
12

Attacks & Spellcasting


Name Atk Bonus Damage/Type Range Notes
Handaxe +5 1d6+3/S Melee Thrown (20ft/60ft) Defensive Light, Dual-Wielding
Bastard Sword +5 1d8+3/S Melee Versatile (1d10) Parrying
Hand Cannon +6 1d8+3/P 60ft/180ft Reload (6/6)
Oil Flask +5 1d4+3 20ft can splash the oil from the flask from 5 feet range

Claw +5 1d6+3/S Melee

Bite +5 1d8+3/P Melee can be used once per turn.


Maneuver Save DC Exertion Points
8 + PR
PROFICIENCY
OFICIENCY + STR/DEX BONUS 2 x PROFICIENCY BONUS
Combat Maneuvers # Maneuvers Known: 4

Traditions Known: Biting Zephyr, Rapid Current, Razor's Edge


14 4/4
Maneuver Exertion Cost Activation pg #
Perceptive Stance 1 476
Doubleshot 1 467
Mastered Eye Slash (Save DC +1, Damage +2, Cost -1 (2-1=1)) 1 474
Speed Over Strength 1 474

Features & Traits


Keen Sense: Add an expertise die to perception checks using hearing, smell. Crack Shot: You do not have disadvantage on ranged attack rolls due to being within 5 feet of a
Tough Hide: You gain a +1bonus to your AC. hostile creature or attacking at long range. Your ranged weapon attacks ignore half and 3/4
cover.
NaturalWeapons: Gain the Bite and the Claw attack options.
Two Weapon Fighting: When you engage in two-weapon fighting, you
Blood Frenzy: If you made the attack action, as a bonus action you may make an unarmed claw attack or can add your ability modifier to the damage of the off-hand attack.
bite attack, provided you have not already used your bonus action.
Monster Grimoire (Shapeshifters & Dragons): You add your proficiency bonus to any Intelligence
Iron Pelt: You have resistance to bludgeoning, piercing, and slashing damage from any non- and Wisdom checks you make that relate to the monsters in your grimoire. If you are already
silvered, non-magical sources. proficient in a skill, you gain an expertise die on that ability check.

Predatory Agility:You gain 10ft of speed, your jump distance is doubled, and you gain a +1 bonus to Hunter’sInstincts: As a bonus action, choose one creature you can see within 60 feet of you, and make an
your EC. Intelligence (Investigation) check where the DC equals 5 + the creature’s CR. The check is automatically
successful against creatures with a CR less than 1. If you are successful, you learn one of the following
Wolf's Bane: You are repulsed by the smell of wolf's bane. If you are hit by a weapon or piece of pieces of information:
ammunition coated in wolf's bane, you take an extra 1d8 Poison damage and must make a DC 15
Con Save. Failure: You become Poisoned for 1 minute. - The creature’s type.
- The creature’s armor class.
Arcane siphon: Due to your curse, you cannot cast spells or concentrate on spells. - Any damage resistances or immunities the creature has.
- Any damage vulnerabilities the creature has.
Silver Sickness: You are vulnerable to silvered weaponry. Silver burns to the the touch. If you spend at least 1 minute observing or interacting with the target creature outside of combat, you can
EmbracedTheBeast:You are permanently transformed to your hybrid form but cannot pass on the curse. learn the first two pieces of information automatically, and the second two with a single Intelligence
(Investigation) check of the same DC as described above.
Track Query: Upon spending an hour examining your surroundings, and succeeding on a DC 15
Survival check, you can track the movements of creatures that have passed through the area. You If the creature is concealing any of these pieces of information with magic, such as an illusion, you do not
can ascertain the exact time and direction a creature went, if you are familiar with the type of creature. learn that piece of information with a successful ability check but instead become aware that the
information is being concealed.
Technical Fighting: Whenever you use a combat maneuver any damage dealt by attacks using it
deal an additional 2 damage, and your maneuverDC increases by 1. Close Quarters: Whenever you hit a creature with a melee weapon attack you can mark them until the
start of your next turn. Marked creatures adjacent to you have disadvantage on attack rolls against you.
Closed Helm: Creatures have disadvantage Insight checks made against you. you gain an
expertise die on saving throws against being charmed or frightened. True Grit: you are immune to being frightened by creature types written about in your grimoire.

Knacks & Talents


Nightwatch: You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour
of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.

Renowned: Whenever you make a Persuasion check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.
Size Speed Push/Drag/Lift

Medium 40ft 90lb


Beast Long Jump High Jump Darkvision

30ft 8ft 60ft


Visual Description:
A beast with the face of a wolf, and the shape of a
human. eyes bursting in arcane blue, short black Rank Prestige
hair lining across the head with thick gray fur Holdings: 1 1
coating the rest of the body, flowing into three MUST FILL THIS ACCRODING TO THE CAMPAIGN WITH THE DM:
dreadlocks bejeweled in silver rings on each side You know where to find a Beast Hunters’ Lodge (just one) that you can use in the wilderness to rest and escape
of the face. a vicious scar going across the right danger.
eye and fangs bursting out of the mouth in you know the location of a dangerous monster's lair. (just one)
disarray. wearing a tattered overcoat made of
studded leather reinforced in the shoulders and
THIS MAN HAS BEEN MADE FOR THE A5E STARTER CAMAPIGN
forearms with silver plate topping over a
reinforced vest coated with bullets and tools. MEMORIES OF HOLDENSHIRE
Wears worn pants wrapped by a leather belt
armed with a hatchet and a metal gun of some
sort. on top of that he appears to have a sword
stowed inside a leather scabbard on his back.
The clothes seem to have been stitched by the
top tailors but also to have went through the
worst of battles.

Inventory Quirks
Wt. Item Properties Flavored With Industrial Technology.
S Dagger Duel Wielding, Finesse, Simple Extremely Skeptical, Distrusts Everyone.
Fear of Silver.
S Basic Poison Vial PG328 A5E

Equipment 6+/8 Cp

Armor
Wt. Item Properties
1 Padded Leather AC 12, Comfortable, Flaw (Piercing)

Gear
Wt. Item Properties
1 Hand Cannon  Loud, Kick (12)

1 Bastard Sword Parrying, Versatile (1d10)

1 Handaxe Simple, Breaker (Wood)

S Lighter 5ft Bright Light, 10ft Dim Light

C.P. Munitions
Wt. Qty. Item Properties

14/20 14 Rounds Pistols, Rifles


S.P.
2/20 2 Incendiary All Firearms
1 5 Oil Flasks Improvised

E.P.
Safekeeping
Wt. Item Properties
G.P. 128 1 Monster Grimoire Class Item

Handgun - Holstered in the belt holster. Bastard


Sword - Sheathed inside the back scabbard.
P.P. Handaxe - Hanging of the belt loop.
Munitions - Strapped to the vest
Monster Grimoire - Inside the jacket's inner sleeve.
Traveling From:

Traveling To:

Travel DC Destination Score


(Terrain Difficulty + Weather Modifier) (Based on length of travel)

Expedition Tracker
Successes:

Failures:

Windfall/Hardship Results
Spellcasting
Spellcasting Class Ability

Spell Save DC Spell Attack Bonus SORCERER/WARLOCK

Beast 8 + MODIFIER + PROFICIENCY MOD + PROFICIENCY Spell Points


Character Name

LVL LVL SP 5 LVL

0 Cantrips 3 KNOWN SLOTS EXPENDED


6 KNOWN SLOTS EXPENDED
pg # pg # pg #

LVL SP 2
1 KNOWN SLOTS EXPENDED
LVL
pg #
7 KNOWN SLOTS EXPENDED
pg #

LVL SP 6
4 KNOWN SLOTS EXPENDED
pg #

LVL

8 KNOWN SLOTS EXPENDED


pg #

LVL SP 3
2 KNOWN SLOTS EXPENDED
pg #

LVL SP 7
5 KNOWN SLOTS EXPENDED
pg #

LVL

9 KNOWN SLOTS EXPENDED


pg #
PROFESSION SYSTEM
FOR 5E
PROFESSION: Bounty Hunter

Beast SUB-PROFESSION: Trapper PROFESSION RANK: Apprentice


CHARACTER NAME

ACTION PEX REWARD


0

CURRENT PEX

PEX TABLE

COST TIME REWARD

- 7 Days 10GP
20GP 7 Days 20PEX
- 10 Days 15GP
30GP 10 Days 35PEX
- 21 Days 25GP
50GP 21 Days 50PEX
- 30 Days 50GP
PERKS, FEATS AND RECIPES
100GP 30 Days 120PEX

RANK 1: APPRENTICE FREE RANK 3: EXPERT

RANK 2: JOURNEYMAN RANK 4: MASTER

DOWNTIME ACTIVITIES ADVANCEMENT

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