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INSPIRATION
STRENGTH
16 +3 PROFICIENCY BONUS
11
ARMOR
CLASS
0
INITIATIVE
35/25
SPEED
+3 PERSONALITY TRAITS
10 +2 Constitution
+1 Intelligence CURRENT HIT POINTS IDEALS
0 -1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
13 +2 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 60 ft.
Javelin +6 1d6 + 3 piercing Number of Attacks: 2
+1 +2 Insight (Wis)
+2 Intimidation (Cha) Greataxe +6 1d12 + 3 slashing (additional features & traits on last page)
WISDOM +1 Investigation (Int)
-1 Medicine (Wis)
Handaxe +6 1d6 + 3 slashing
9 +1 Nature (Int)
-1 Perception (Wis)
-1
+2 Performance (Cha)
+2 Persuasion (Cha)
CHARISMA
+4 Religion (Int)
15 0 Sleight of Hand (Dex)
0 Stealth (Dex)
+2 +2 Survival (Wis)
SP
Tool Proficiencies: Tinker's Tools
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
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 4
times/rest).
---------------Actions--------------
Grappler. Restrain a creature you are grappling.
-----------Other Traits------------
Artificer's Lore. Add 2X prof bonus on magical, alchemical, or technological item-related history checks.
Danger Sense. Advantage on DEX saves against effects you can see.
Feral Instinct. Advantage on initiative, surprise doesn't keep you from attacking if you enter rage.
Frenzy. You can frenzy when you rage, affording you a single melee weapon attack as a bonus action on each turn until the rage ends. When the rage ends,
you suffer 1 level of exhaustrion.
Gnome Cunning. Advantage on INT, WIS, and CHA saves against magic.
Grappler Feat. Advantage on attacks against creature you grapple; can use an action to pin the creature.
Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.
Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.