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INSPIRATION
STRENGTH
15 +1 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
+1 ●
+4 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
13 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 1x(1d10+2)
+2 Animal Handling (Wis) FAILURES
-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)
SP
Weapon Proficiencies:
Martial; Simple EP
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
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.