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Clothes, Common Explorer's Pack Pouch: Minotaur
Clothes, Common Explorer's Pack Pouch: Minotaur
INSPIRATION
STRENGTH
15 +1 40/30
+3 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
+1 ●
+8 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
12 0 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
19 10x(1d12+4
+4 Animal Handling (Wis)
) FAILURES
●
0 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
10 0 Insight (Wis)
Javelin +7 1d6 + 3 piercing
Clothes, common
WISDOM
●
+5 Intimidation (Cha)
0 Investigation (Int)
Greataxe +7 1d12 + 3 slashing
Explorer's Pack
0 Medicine (Wis) Handaxe +7 1d6 + 3 slashing
Pouch
0 0 Nature (Int)
11
0 Perception (Wis) Number of
●
+1 Performance (Cha)
+5 Persuasion (Cha)
Attacks: 2
CHARISMA
0 Religion (Int)
SP
Tool Proficiencies: Playing Card
Set
EP
Language Proficiencies:
Common; Minotaur; Orc
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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 +3; resistance to bludgeoning,
piercing, and slashing damage (lasts 1 minute, use 4 times/long rest).
---------------Actions--------------
Intimidating Presence. Frighten (Wisdom save DC 13) a creature with 30 ft.
-----------Other Traits------------
Boros Guild Spells. Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If
you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Danger Sense. Advantage on DEX saves against effects you can see.
Durable. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the
roll equals twice your Constitution modifier (minimum of 2).
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 exhaustion.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can
make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on
your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be
no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving
throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet
away from you.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with
them, you deal piercing damage equal to ld6 + your Strength modifier. instead of the bludgeoning damage
normal for an unarmed strike.
Legion Station. You have an established place in the hierarchy of the Boros Legion. You can requisition
simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where
you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a
Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to
maintain a poor lifestyle between adventures.
Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.