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Current Standard CS v1.

4
Barbarin 3 (Bear totem) FIghter 7 (Echo knight)
Inheriter Noah
CLASS & LEVEL BACKGROUND PLAYER NAME

Bugbear CG
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

20 ◆


+9

+9
SAVING THROW
ATHLETICS
14
ARMOR
INSPIRATION

CLASS

+5 CONDITIONS BOONS I will protect those who treat me well with everything I
have. Those who treat me and the people I care about
STRENGTH badly fill me a burning rage.

+1 TEMP HP
30ft PERSONALITY TRAITS
+1
SAVING THROW INITIATIVE SPEED
13
+1

+1
ACROBATICS
SLEIGHT OF HAND
Current
127 SUCCESSES Respect. People deserve to be treated
with dignity and respect.
+1 ● +5
STEALTH 3D12 +7D10
CURRENT MAXIMUM
FAILURES
Freedom. Tyrants must not be allowed to
oppress the people.
DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES
IDEALS

NAME ATK BONUS DAMAGE/TYPE I have a family, but I have no idea where
16 ◆ +7
SAVING THROW
Greataxe +9/+9 1D12+5 they are. One day, I hope to see them
again. I protect those who cannot protect
+3 Handaxes 20/60 +9/+9 1D6+5
themselves.
BONDS
CONSTITUTION
Javelins 30/120 +9/+9 1D6+5
-2
7 SAVING THROW
+2
● ARCANA
-2 FLAWS
HISTORY
-2 -2

-2
INVESTIGATION
NATURE
INTELLIGENCE
-2
RELIGION common, goblin, elvish
Singing
+1
SAVING THROW
12
+1
ANIMAL HANDLING
All armour
+1
INSIGHT Simple weapons
+1 ●
+1

+5
MEDICINE
PERCEPTION
Martial weapons
WISDOM
+5
● SURVIVAL

+2
SAVING THROW PROFICIENCIES & LANGUAGES
14
+2
DECEPTION
+6 -Darkvision 60ft
INTIMIDATION
+2

-Long-limbed: +5 feet reach
+2
PERFORMANCE ATTACKS & SPELLCASTING
+6 -Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in
CHARISMA ● PERSUASION combat, the attack deals an extra 2d6 damage. You can use this trait only once per combat.

Rage ● ● ● -unarmed defense: 10+dex+con

-Rage: resistance to bludgeoning, piercing, and slashing damage. You have advantage on
Strength checks and Strength saving throws. Plus 2 damage.
Second wind ●
+4 PROFICIENCY BONUS -Danger sense: You have advantage on Dexterity saving throws against effects that you
can see, such as traps and spells.

Action surge ● -Reckless attack: When you make your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage until your next turn.

15 PASSIVE WISDOM (PERCEPTION) Unleash Incarnation ● ● ● -Bear: While raging, you have resistance to all damage except psychic damage.

-Fighting style: (Great Weapon Fighting) When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you are wielding with two hands.

-Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10
CURRENT WEIGHT MAX WEIGHT + your fighter level.
Short or long rest before you can use it again.

-Action Surge: On your turn, you can take one additional action.
CLASS RESOURCES, AMMO & CHARGES Once you use this feature, you must finish a short or long rest. Starting at 17th level, you
can use it twice before a rest, but only once on the same turn.

-Extra attack

CP
Crowbar - Great weapon master: 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

Inheritence (Tattoos) 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.

SP

EP

GP 15
PP

EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
19 7'6 335
AGE HEIGHT WEIGHT

Dark Brown Dark greyish Black


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

-Manifest Echo: You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within
15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus
action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses
your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command
the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of
your turn, it is destroyed.

As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of
the distance between the two of you.

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's
space. You make this choice for each attack.

When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make
an opportunity attack against that creature as if you were in the echo's space.

-Unleash Incarnation: You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee
attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses
when you finish a long rest.

-Echo Avatar: You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes
and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you
can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you
without being destroyed.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY OTHER

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING

1 7
EPAR
SPELL NAME
ED
PR

● Speak with animals (ritual)

4
SPELLS KNOWN

2
● Beast sense (ritual)

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

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

CURRENT MAXIMUM
HIT DICE HIT POINTS HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

CLASS RESOURCES, AMMO & CHARGES


SP

WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

CURRENT MAXIMUM
HIT DICE HIT POINTS HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

CLASS RESOURCES, AMMO & CHARGES


SP
WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

CURRENT WEIGHT MAX WEIGHT


PP

PROFICIENCIES & LANGUAGES


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

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