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STEALTH DISADVANTAGE
✘
+3 Reckless Attack. When you make your first attack on your
+0 Dexterity turn, you can decide to attack recklessly. Doing so gives you
✘ +5 Constitution ARMOR CLASS advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage
DEXTERITY
-1 Intelligence until your next turn.
MAXIMUM HIT DICE TEMPORARY
11 +1 Wisdom
+2 Charisma
41 4d12 Danger Sense. You have advantage on Dexterity saving
throws against effects that you can see, such as traps and
spells. To gain this benefit, you can’t be blinded, deafened,
CONDITIONAL
or incapacitated.
+0
Primal Path.
CURRENT HIT POINTS Path of the Berserker. The Path of the Berserker is a path
of untrammeled fury, slick with blood.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Frenzy. For the duration of your rage you can make a single
16 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
melee weapon attack as a bonus action on each of your
turns after this one. When your rage ends, you suffer one
Y
PROFI
level of exhaustion.
RT
EXPE
9 -1 History (Int)
+1 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+1 Medicine (Wis) 1 Greataxe
WISDOM 1 Dagger
-1 Nature (Int)
1 Explorer’s Pack
13 ✘ +3 Perception (Wis)
+2 Performance (Cha)
1
1
Javelin
Javelin
+2 Persuasion (Cha) 1 Javelin
+1 -1 Religion (Int) 1 Javelin
14 ✘ +3 Survival (Wis)
SKILLS
+2 13 PASSIVE PERCEPTION
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 0 0 26.0 lb.
INITIATIVE +0 1 Attack / Attack Action EQUIPMENT
Javelin 30/120 +5 vs AC 1d6 + 3 piercing Armor Proficiencies. Light Armor, Medium Armor, Shields
Thrown Weapon Proficiencies. Simple Weapons, Martial Weapons
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I was, in fact, raised by wolves. nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
I’m always picking things up, absently fiddling with features of the terrain, you know the ways of the wild.
them, and sometimes accidentally breaking them.
PERSONALITY TRAITS
IDEAL
BOND
Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE
Javelin
Weapons