Professional Documents
Culture Documents
Glinnish Nivel 5
Glinnish Nivel 5
STEALTH DISADVANTAGE
✘
+5 armor, your AC equals 17. You can use a shield and
+3 Dexterity
still gain this benefit.
✘ +7 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Reckless Attack. When you make your first attack
MAXIMUM HIT DICE TEMPORARY on your turn, you can decide to attack recklessly.
16 +3 Wisdom
+2 Charisma
67 5d12 Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
CONDITIONAL
attack rolls against you have advantage until your
next turn.
+3
Danger Sense. You have advantage on Dexterity
CURRENT HIT POINTS saving throws against effects that you can see, such
CONSTITUTION DEATH SAVING THROWS
as traps and spells. To gain this benefit, you can’t be
SAVING THROWS
blinded, deafened, or incapacitated.
18 N
CIE C
+3 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
40ft. Extra Attack. You can attack twice, instead of once,
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION whenever you take the Attack action on your turn.
✘ +6 Animal Handling (Wis)
+4 +1 Arcana (Int) Fast Movement. Your speed increases by 10 feet
while you aren’t wearing heavy armor.
✘ +8 Athletics (Str)
INTELLIGENCE +2 Deception (Cha) Divine Fury. While raging, the first creature you hit
during your turn with a weapon attack takes an
13 +1 History (Int)
+3 Insight (Wis)
extra 1d6+2 necrotic or radiant damage (choose
when taking this feature.)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Warrior of the Gods. When a spell with the sole
+1 +1 Investigation (Int) effect of restoring you to life (not undeath) is cast
Bite. Your fanged maw is a natural weapon, which on you, the caster doesn't need material
+3 Medicine (Wis)
you can use to make unarmed strikes. 1d6+5 components.
WISDOM ✘ +4 Nature (Int) piercing damage.
16 ✘ +6 Perception (Wis)
+2 Performance (Cha)
Cunning Artisan. As part of a short rest, you can
harvest bone and hide from a slain beast,
+2 Persuasion (Cha) construct, dragon, monstrosity, or plant creature.
+3 +1 Religion (Int) Hold Breath. You can hold your breath for up to 15
+3 Sleight of Hand (Dex) minutes at a time.
CHARISMA +3 Stealth (Dex) Natural Armor. You have tough, scaly skin. When
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I have a lesson for every situation, drawn from nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
observing nature.I feel far more comfortable around features of the terrain, you know the ways of the wild.
animals than people.
PERSONALITY TRAITS
IDEAL
BOND
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
[Greataxe] 1 7
Handaxe 2 4
Javelin 4 8
Explorer’s Pack 1 10
Staff 1 4
Hunting Trap 1 25
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Greataxe Handaxe Handaxe
Weapons Weapons Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 An arcane focus is a special item—an orb, a crystal, a rod, a
torches, 10 days of rations, and a waterskin. The pack also specially constructed staff, a wand—like length of wood, or
has 50 feet of hempen rope strapped to the side of it. some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.
When you use your action to set it, this trap forms a saw-
toothed steel ring that snaps shut when a creature steps on
a pressure plate in the center. The trap is affixed by a heavy
chain to an immobile object, such as a tree or a spike
driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.