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Fighter (1) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Zaka Berserker Human/Tethyrian Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +1 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 12



+5 Strength
DEXTERITY
+1 Dexterity

+1 ●
+4 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

13 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) SUCCESSES

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

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+3 Athletics (Str)

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

9 ●
+4 Insight (Wis)
Greatsword +5 2d6+3 slashing
Breastplate
WISDOM

+2 Intimidation (Cha)
-1 Investigation (Int)
Clothes, common
+2 Medicine (Wis) Incense x5
+2 -1 Nature (Int)
Pouch

+4 Perception (Wis) Number of
15
0 Performance (Cha)
Attacks: 1 Vestements
0 Persuasion (Cha)
CHARISMA

+1 Religion (Int)

0 +1 Sleight of Hand (Dex)


+1 Stealth (Dex)
11 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP

SP
Weapon Proficiencies:
Martial; Simple EP

Armor Proficiencies: Heavy;


Light; Medium; Shields
GP
15
PP
Language Proficiencies:
Abyssal; Common; Deep
Speech; Undercommon
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23
AGE HEIGHT WEIGHT
Zaka Berserker Marrons Parda Marron
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

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

-----------Other Traits------------
Great Weapon Fighting Style. 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, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2. The weapon
must have the two-handed or versatile property for you to gain
this benefit.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.

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