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Spy Mochi
CLASS & LEVEL BACKGROUND PLAYER NAME
Goro Human/Calishite Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
15 +3 30
18 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+4 PERSONALITY TRAITS
17 ●
+4 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS
+3 -1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 3x(1d12+2)
-1 Animal Handling (Wis) FAILURES
13 ●
+3 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+1 -1 Insight (Wis)
Javelin +6 1d6+4 piercing
Clothes, common
WISDOM
●
●
+3 Intimidation (Cha)
+3 Investigation (Int)
Greatsword +6 2d6+4 slashing
Crowbar
-1 Medicine (Wis)
Shortbow +5 1d6+3 piercing
Explorer's Pack
8 +1 Nature (Int)
Pouch
-1
●
+1 Perception (Wis) Number of
+1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 1
CHARISMA
+1 Religion (Int)
13 ●
+3 Sleight of Hand (Dex)
+5 Stealth (Dex)
+1 -1 Survival (Wis)
SP
Tool Proficiencies: Playing Card
Set; Thieves' Tools
EP
Language Proficiencies:
Abyssal; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 5'10" 141 lbs.
AGE HEIGHT WEIGHT
Goro Gray Fair Brown
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage
bonus +2; resistance to bludgeoning, piercing, and slashing
damage (lasts 1 minute, use 3 times/long rest).
-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact who
acts as your liaison to a network of other criminals. You know how
to get messages to and from your contact, even over great
distances; specifically, you know the local messengers, corrupt
caravan masters, and seedy sailors who can deliver messages for
you. .
Frenzy. You can frenzy when you rage, affording you a single
melee weapon attack as a bonus action on each turn until the rage
ends. When the rage ends, you suffer 1 level of exhaustion.
On your turn, when you score a critical hit with a melee weapon or
reduce a creature to 0 hit points with one, you can make one melee
weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are
proficient with, you can choose to take a -5 penalty to the attack
roll. If the attack hits, you add +10 to the attack's damage.