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Austaff, O Matamuitos
Austaff, O Matamuitos
INSPIRATION
STRENGTH I think anyone who's nice to me is
16 +1 6 ft. hiding evil intent.
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
+1 ●
+1
+7
Dexterity
Constitution
64
CURRENT HIT POINTS IDEALS
-1
Intelligence
12 +1
Wisdom
The templars need to be killed.
-1
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 6
+1
Acrobatics (Dex) Total SUCCESSES I will never fully trust anyone other than
16 myself.
+1
Animal Handling (Wis) d10 FAILURES
-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+7
Athletics (Str)
-1 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Fighting Style: Blind Fighting
-1
History (Int) You have blindsight with a range of 10 feet. Within that range, you can effectively see
Halberd +7 1d10+4 anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you
Insight (Wis)
+4 can see an invisible creature within that range, unless the creature successfully hides from
8 ●
you.
-1
Intimidation (Cha) G. Sword +7 1d10+4 Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On
your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Investigation (Int)
Once you use this feature, you must finish a short or long rest before you can use it again.
WISDOM -1
Handaxe +7 1d10+4 Action Surge
Medicine (Wis)
+1 Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On
+1 -1
Nature (Int) Handaxe Range: 20/60 feet
your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Giant's Might
13
●
+4
Perception (Wis) You have learned how to imbue yourself with the might of giants. As a bonus action, you
magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If
-1
Performance (Cha) Extra Attack: You can attack twice, you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
-1
Persuasion (Cha)
instead of once, whenever you take Once on each of your turns, one of your attacks with a weapon or an unarmed strike can
deal an extra 1d6 damage to a target on a hit.
CHARISMA You can use this feature a number of times equal to your proficiency bonus, and you
the Attack action on your turn. regain all expended uses of it when you finish a long rest.
-1
Religion (Int)
-1 ●
+4
Sleight of Hand (Dex)
Disadvantage at Dexterity (Stealth)
Rune Carver
You can use magic runes to enhance your gear. You learn two runes of your choice, from
among the runes described below, and each time you gain a level in this class, you can
replace one rune you know with a different one from this feature. When you reach certain
levels in this class, you learn additional runes, as shown in the Runes Known table.
●
+4
Stealth (Dex) checks. Whenever you finish a long rest, you can touch a number of objects equal to the number of
runes you know, and you inscribe a different rune onto each of the objects. To be eligible,
8 an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else
+1
Survival (Wis) you can wear or hold in a hand. Your rune remains on an object until you finish a long rest,
and an object can bear only one of your runes at a time.
SKILLS ATTACKS & SPELLCASTING Stone Rune. This rune's magic channels the judiciousness associated with stone giants.
While wearing or carrying an object inscribed with this rune, you have advantage on
Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use
your reaction to invoke the rune and force the creature to make a Wisdom saving throw.
Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in
14 PASSIVE WISDOM (PERCEPTION) a chain mail this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy
stupor. The creature repeats the saving throw at the end of each of its turns, ending the
CP a halberd effect on a success. Once you invoke this rune, you can't do so again until you finish a
short or long rest.
a greatsword
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While
2 handaxes wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for
Proficiencies SP 5 a backpack
a crowbar
any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the
rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must
Armor: light armor, medium armor, heavy a hammer
succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the
shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can
armor, shields 10 pitons repeat the saving throw at the end of each of its turns, banishing the shackles on a
EP success. Once you invoke this rune, you can't do so again until you finish a short or long
Weapons: simple weapons, martial weapons 10 torches rest.
Tools: disguise kit, smith tools, thieves' tools a tinderbox Hill Rune. This rune's magic bestows a resilience reminiscent of a hill giant. While wearing
or carrying an object that bears this rune, you have advantage on saving throws against
0 days of rations being poisoned, and you have resistance against poison damage.
GP 7 a waterskin In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning,
piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so
50 feet of hempen rope again until you finish a short or long rest.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
35 5'3" / 1,60 m 127,9 lbs / 58 kg
AGE HEIGHT WEIGHT
Austaff
Brown-Hazel White Dark Brown
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
240
30
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.