Professional Documents
Culture Documents
Half-Orc
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH - I can stare down a hell hound without
20 +7 30 flinching.
20 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
- Im haunted by memories of war. I cant
get the images of violence out of my mind.
+5 PERSONALITY TRAITS
13 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Darkvision 60ft
Flame Spear +10 1d6+7+2d6
+1
8
Insight (Wis) Relentless Endurance
6
Intimidation (Cha) Javelin (4) +10 1d6+5 - When you are reduced to 0 hit
WISDOM Investigation (Int) points but not killed outright,
Dagger +10 1d4+5
8
Medicine (Wis) you can drop to 1 hit point
16 Nature (Int) Flame Spear: Versatile (1d8) instead. You cant use this
8
Perception (Wis)
- Bonus action to speak this magic spear's feature again until you finish a
+3 command word, causing flames to erupt long rest.
Performance (Cha) from the blade. These flames shed bright
light in a 40-foot radius and dim light for
Savage Attacks
CHARISMA Persuasion (Cha)
an additional 40 feet. While the spear is - When you score a critical hit
Religion (Int) ablaze, it deals an extra 2d6 fire damage with a melee weapon attack,
12 Sleight of Hand (Dex) to any target it hits. The flames last until
you can roll one of the
you use a bonus action to speak the
Stealth (Dex) weapons damage dice one
+1 command word again or until you drop the
Survival (Wis) spear. additional time and add it to the
SKILLS ATTACKS & SPELLCASTING extra damage of the critical hit.
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Combat Superiority
NAME
- 6 dice, d10's
- DC 18
- Relentless: When you roll initiative
and have no superiority dice
remaining, you regain 1 superiority
die.
Maneuvers
- Disarming Attack
- Trip Attack
- Riposte
- Maneuvering Attack
- Menacing Attack SYMBOL
- Precision Attack
- Pushing Attack
- Commander's Strike
- Evasive Footwork
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Action Surge
Healer - On your turn, you can take one additional action on top of your regular action and
- When you use a healers kit to stabilize a possible bonus action. Once you use this feature, you must finish a short or long
a dying creature, that creature also rest before you can use it again.
regains 1 hit point. Extra Attack
- As an action, you can spend one use - You can attack three times, instead of once, whenever you take the Attack action
of a healers kit to tend to a creature on your turn.
and restore 1d6 + 4 hit points to it, plus Indomitable
additional hit points equal to the - You can reroll a saving throw that you fail. If you do so, you must use the new roll,
creatures maximum number of Hit and you cant use this feature again until you finish a long rest. You can use this
Dice. The creature cant regain hit feature twice between long rests.
points from this feat again until it Know Your Enemy
finishes a short or long rest. - if you spend at least 1 minute observing or interacting with another creature
Shield Master outside combat, you can learn certain information about its capabilities compared
- If you take the Attack action on your
to your own.
turn, you can use a bonus action to try
- The DM tells you if the creature is your equal, superior, or inferior in regard to two of the
to shove a creature within 5 feet of you
following characteristics of your choice: Strength score, Dexterity score, Constitution
with your shield.
score, Armor Class, Current hit points, Total class levels (if any), or Fighter class levels
- If you arent incapacitated, you can add
your shields AC bonus to any Dexterity (if any).
saving throw you make against a spell ADDITIONAL FEATURES & TRAITS
or other harmful effect that targets only
you.
- If you are subjected to an effect that Winged Boots
allows you to make a Dexterity saving - While you wear these boots, you have a flying speed equal to your walking speed. You can
throw to take only half damage, you can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a
use your reaction to take no damage if minimum of 1 minute from the duration. If you are flying when the duration expires, you
you succeed on the saving throw, descend at a rate of 30 feet per round until you land.
interposing your shield between yourself - The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
and the source of the effect.
Alert Shield +1
- You gain a +5 bonus to initiative.
- You cant be surprised while you are Keogtham's Ointment
conscious. - 5 Uses
- Other creatures dont gain advantage on - As an action, one dose of the ointment can be swallowed or applied to the skin. The creature
attack rolls against you as a result of that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease.
being hidden from you.
Bag of Holding
CHARACTER BACKSTORY TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.