Professional Documents
Culture Documents
INSPIRATION
STRENGTH I know a story relevant to almost every situation.
+4 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I don't part with my money easily and will haggle
tirelessly to get the best deal possible.
18 PERSONALITY TRAITS
14 -1 Wisdom
-1 Charisma I'll always remember my
CONSTITUTION SAVING THROWS first ship.
TEMPORARY HIT POINTS BONDS
+3 ●
+4 Acrobatics (Dex) Total 4d12 SUCCESSES
I am too enamored of ale,
16 ●
+1 Animal Handling (Wis) FAILURES wine, and other intoxicants.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+6 Athletics (Str)
0 -1
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-1 Insight (Wis)
Javelin +6 1d6 + 4 piercing
10
●
+1 Intimidation (Cha) Greataxe +6 1d12 + 4 slashing
-1 0 Nature (Int)
●
+1 Perception (Wis)
8
-1 Performance (Cha)
-1 Persuasion (Cha)
CHARISMA
0 Religion (Int)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
24 2,05 120kg
AGE HEIGHT WEIGHT
Robert "Bob" O Sábio Black Black
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/rest).
-----------Other Traits------------
Bad Reputation. If your character has a sailor background, you may select this
background feature instead of Ship's Passage.
No matter where you go, people are afraid of you due to your reputation. When you
are in a civilized settlement, you can get away with minor criminal offenses, such as
refusing to pay for food at a tavern or breaking down doors at a local shop, since
most people will not report your activity to the authorities.
Danger Sense. Advantage on DEX saves against effects you can see.
Reckless Attack. Advantage on attacks using Strength, attacks against you have
advantage as well.
Storm Aura. Starting at 3rd level, you emanate a stormy, magical aura while you
rage. The aura extends 10 feet from you in every direction, but not through total
cover.
Your aura has an effect that activates when you enter your rage, and you can activate
the effect again on each of your turns as a bonus action. Choose desert, sea, or
tundra. Your aura’s effect depends on that chosen environment, as detailed below.
You can change your environment choice whenever you gain a level in this class.
If Your aura's effects require a saving throw, the DC equals 8 + your proficiency
bonus + your Constitution modifier.
Desert: When this effect is activated, all other creatures in your aura take 2 fire
damage each. The damage increases when you reach certain levels in this class,
increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea: When this effect is activated, you can choose one other creature you can see in
your aura. The target must make a Dexterity saving throw. The target takes 1d6
lightning damage on a failed save, or half as much damage on a successful one. The
damage increases when you reach certain levels in this class, increasing to 2d6 at
10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra: When this effect is activated, each creature of your choice in your aura gains
2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points
increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at
10th level, 5 at 15th level, and 6 at 20th level.
Tough. HP max. increases by your current level times two, when you gain this feat.
Each level thereafter, your HP max increases by an extra +2 hit points.
(PHB p.170).