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Fighter [Cavalier] (10) Ted

CLASS & LEVEL BACKGROUND PLAYER NAME


Buckaroo "Butch" Jenkins
Werewolf Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 30
+4 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

19 PERSONALITY TRAITS

Hit Point Maximum 83



+8 Strength
DEXTERITY
+2 Dexterity

+2 ●
+6 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

15 0 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 ●
+6 Acrobatics (Dex) SUCCESSES

14 10x(1d10+2
+4 Animal Handling (Wis)
) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+8 Athletics (Str)

0 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 ●
+4 Insight (Wis)
Pistol +6 1d8+2 piercing
Backpack
WISDOM

+5 Intimidation (Cha)
0 Investigation (Int)
Warhammer +8 1d8+4 bludgeoning
Bedroll
0 Medicine (Wis)
Crossbow, hand +6 1d6+2 piercing
Chain mail
0 0 Nature (Int)
Bulletst x20

+4 Perception (Wis) Number of
11
+1 Performance (Cha)
Attacks: 2 Mess kit
CHARISMA
+1 Persuasion (Cha)
0 Religion (Int)
Rations (1 day)
+1 +2 Sleight of Hand (Dex) x10
12
+2 Stealth (Dex) Rope, hempen
+4 Survival (Wis)
Tinderbox

SKILLS ATTACKS & SPELLCASTING


Torch x10
14 PASSIVE WISDOM (PERCEPTION)
CP Waterskin
SP
Weapon Proficiencies:
Martial; Simple EP

Armor Proficiencies: Heavy; GP


Light; Medium; Shields
PP
Language Proficiencies:
Common; Spanish

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
46 6'0
AGE HEIGHT WEIGHT
Buckaroo "Butch" Jenkins
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

Darkvision: 60 ft.

----------Bonus Actions----------
Second Wind. Regain 1d10 +10 HPs (use once/rest).

Shapechanger. As a bonus action, you can change into your hybrid or wolf form. You gain a 1d8 of temporary hit points. Your
AC increases by 2. Any equipment you are wearing or carrying is not transformed. You revert to your original form when you
take another bonus action to revert back, or if you are reduced to 0 hit points.
.

Wolf Form - Claw. Claw attack: + your proficiency to hit, deals 1d6 + 2 slashing damage.

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

Wolf Form - Bite. Bite attack: + your proficiency to hit, deals 1d6 + 3 piercing damage. The target then has to roll a strength
saving throw against 10 + your strength modifier to avoid being restrained.
.

-------------Reactions-------------
Hold the Line. At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from
you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's
speed is reduced to 0 until the end of the current turn.

Warding Maneuver. At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a
creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a
shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has
resistance against the attack's damage.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all
expended uses of it when you finish a long rest.

-----------Other Traits------------
Born to the Saddle. Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if
you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Indomitable. Reroll a save if you fail (use once/long rest).

Lucky. You can reroll one d20 or force to reroll an attack roll against you (1/long rest).

Pack Tactics. The creature has advantage on attack rolls against another creature if at least one of the attacking creature's
allies is within 5 feet of the target creature and the ally isn't incapacitated.
.

Perks of the Predator. You gain an advantage in Perception checks done with your sense of smell or hearing.
.

Sharpshooter. Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on
ranged damage.
.

Tavern Brawler. +1 in Str. or Dex., your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or
Athletics checks.

Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second
attack.

Unwavering Mark. Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others.
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends
early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack
against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the
attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength
modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

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