Professional Documents
Culture Documents
Goliath Alan
Goliath Alan
STEALTH DISADVANTAGE
✘
+4 armor, your AC equals 17. You can use a shield and
+3 Dexterity
still gain this benefit.
✘ +7 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Reckless Attack. When you make your first attack
MAXIMUM HIT DICE TEMPORARY on your turn, you can decide to attack recklessly.
16 +3 Wisdom
+0 Charisma
55 5d12 Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
CONDITIONAL
attack rolls against you have advantage until your
next turn.
+3
Danger Sense. You have advantage on Dexterity
CURRENT HIT POINTS saving throws against effects that you can see, such
CONSTITUTION DEATH SAVING THROWS
as traps and spells. To gain this benefit, you can’t be
SAVING THROWS
blinded, deafened, or incapacitated.
18 N
CIE C
+3 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Path of the Wild Soul.
Y
PROFI
RT
EXPE
13 +1 History (Int)
+3 Insight (Wis)
Lingering Magic (4/Long Rest). You can cast Detect
Magic. Spellcasting: Constitution.
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Wild Surge. When you rage, roll on the Wild Surge
+1 +1 Investigation (Int) Table. The save DC is 15
+3 Medicine (Wis) Stone's Endurance (1/Short Rest). When you take
WISDOM
damage, you can use your reaction to roll a d12+4
+1 Nature (Int) and reduce the damage by that total.
16 ✘ +6 Perception (Wis)
+0 Performance (Cha)
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight
+0 Persuasion (Cha) you can push, drag, or lift.
+3 +1 Religion (Int) Mountain Born. You’re acclimated to high
+3 Sleight of Hand (Dex) altitude, including elevations above 20,000 feet.
CHARISMA +3 Stealth (Dex)
11 ✘ +6 Survival (Wis)
SKILLS
+0 16 PASSIVE PERCEPTION
ADVANTAGE
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 place no stock in wealthy or well-mannered folk. nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
Money and manners won’t save you from a hungry features of the terrain, you know the ways of the wild.
owlbear.
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
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Maul] 1 10
Handaxe 1 2
Explorer’s Pack 1 10
0 0 0 0 0
22 lb / 540 lb 1080 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Detect Magic
1st-level divination (ritual)
For the duration, you sense the presence of magic within 30 feet of
you. If you sense magic in this way, you can use your action to see a
faint aura around any visible creature or object in the area that bears
magic, and you learn its school of magic, if any. The spell can
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt.