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Theocrates "Kaias": Character Level, Race, & Class Experience
Theocrates "Kaias": Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
✘
+5 Darkvision. You can see in dim light within 60 feet of you
+2 Dexterity
as if it were bright light, and in darkness as if it were dim
✘ +6 Constitution ARMOR CLASS light.
DEXTERITY
+1 Intelligence Polearm Master. When you take the Attack action and
MAXIMUM HIT DICE TEMPORARY
14
attack with only a glaive, halberd, quarterstaff, or spear,
+3 Wisdom
119 7d12 you can use a bonus action to make a melee attack with
+0 Charisma the opposite end of the weapon. The weapon’s damage
CONDITIONAL
die for this attack is a d4, and the attack deals bludgeoning
damage. This attack uses the same ability modifier as the
+2 primary attack.While you are wielding a glaive, halberd,
pike, quarterstaff, or spear, other creatures provoke an
CURRENT HIT POINTS opportunity attack from you when they enter your reach.
CONSTITUTION DEATH SAVING THROWS
16 N
CIE C
+2 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Rage (Bonus Action—4/Long Rest). Advantage on
Y
PROFI
EXPE
VISION INSPIRATION EXHAUSTION with strength melee weapon attacks. You have resistance
+3 Animal Handling (Wis) to bludgeoning, piercing, and slashing damage.
+3 +1 Arcana (Int) Darkvision
Unarmored Defense. While you aren’t wearing armor,
✘ +8 Athletics (Str) your AC equals 15. You can use a shield and still gain this
INTELLIGENCE benefit.
+0 Deception (Cha)
12 +1 History (Int) Reckless Attack. When you make your first attack on your
turn, you can decide to attack recklessly. Doing so gives
✘ +6 Insight (Wis) you advantage on melee weapon attack rolls using
Strength during this turn, but attack rolls against you have
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS advantage until your next turn.
+1 +1 Investigation (Int)
Danger Sense. You have advantage on Dexterity saving
+3 Medicine (Wis) Defy Death. You have advantage on death saving throws against effects that you can see, such as traps and
WISDOM
throws. spells. To gain this benefit, you can’t be blinded, deafened,
+1 Nature (Int) or incapacitated.
16 ✘ +6 Perception (Wis) Hard to Kill (1/Long Rest). When you are reduced
to 0 hp but not killed outright, you can drop to 1 Extra Attack. You can attack twice, instead of once,
+0 Performance (Cha) hp instead. whenever you take the Attack action on your turn.
+0 Persuasion (Cha) Fast Movement. Your speed increases by 10 feet while
+3 +1 Religion (Int)
you aren’t wearing heavy armor.
+2 Sleight of Hand (Dex) Feral Instinct. You have advantage on initiative rolls. If you
CHARISMA
are surprised at the beginning of combat and aren’t
+2 Stealth (Dex) incapacitated, you can act normally on your first turn, but
only if you enter your rage before doing anything else on
10 ✘ +6 Survival (Wis)
SKILLS
that turn.
Divine Fury. While raging, the first creature you hit on a
turn with a weapon attack takes an extra 1d6+3 necrotic
+0 16 PASSIVE PERCEPTION
or radiant damage(choose when taking this feature.)
Warrior of the Gods. When a spell with the sole effect of
restoring you to life(not undeath) is cast on you, the caster
ADVANTAGE
✘
doesn't need material components.
INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS Fanatical Focus (1/Rage). While raging, if you fail a saving
throw, you can reroll it, and you must use the new roll.
NAME RANGE ATTACK DAMAGE / TYPE
Spear +1 20/60 +9 vs AC 1d6+8 piercing +2 Rage
Thrown, Versatile
FEATURES & TRAITS
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
I have little understanding of the social cues of the You aren't one of those folk.
world, therefore I usually take things very literally.
I am usually calm hearted, and I tend to read when it You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
is peaceful enough to do so.
I spend alot of time quitely staring at a scorched are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
locket, with a burnt picture inside. few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
I believe the gods are mad with power, because I some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
have dreams of their atrocities, and wrongdoings. token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
IDEAL
BOND
Returned
You have lived a life already and have managed to come
back from the underworld. You have assumed the identity
of someone else and becasue of this "Disguise" people
tend to believe you for who you say you are. Anyone who
would try and find any information about your past life
will only ever find details that support your false identity,
as being your true identity. You can choose to drop this
guise, revealing your true faceless nature as one of the
returned, but doing so can have dire consequences,
depending on who you reveal this to. Even the gods who
would see you returned back to the underworld cannot
sense past your false guise. But if you remove it in sight of
any of their agents, they will likely seek after you.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Shield +1. While holding this shield, you have a bonus to
[Shield +1] 1 6 AC determined by the shield's rarity. This bonus is in
[Spear +1] 1 3 addition to the shield's normal bonus to AC.
[Adamantine Half Plate] 1 40
[Heroic Destiny] 1 — Spear +1. You have a +1 bonus to attack and damage
rolls made with this magic weapon.
0 0 0 0 0
49 lb / 300 lb 600 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Shield +1 Spear +1 Adamantine Half Plate
Armor Weapons Armor
While holding this shield, you have a bonus to AC You have a +1 bonus to attack and damage rolls made with This suit of armor is reinforced with adamantine, one of the
determined by the shield's rarity. This bonus is in addition this magic weapon. hardest substances in existence. While you're wearing it,
to the shield's normal bonus to AC. any critical hit against you becomes a normal hit.
6 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide 40 lb. Dungeon Master’s Guide
Heroic Destiny
Supernatural Gifts