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Current Standard CS v1.

4
Anti-Mage 1 Feral Child Jamie
CLASS & LEVEL BACKGROUND PLAYER NAME
Huey Cinderbash
Anthro Human - Bubbit Chaotic Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

18 4 SAVING THROW 16(18) INSPIRATION


● 6 ATHLETICS ARMOR
CLASS
4 CONDITIONS BOONS
I am more comfortable around animals and
Anthro-Humans than other races.
STRENGTH

+3 TEMP HP
30 PERSONALITY TRAITS
3 SAVING THROW INITIATIVE SPEED
16
3
3
ACROBATICS
SLEIGHT OF HAND
Current 1d10
14 14 SUCCESSES
Learning - Ever since I discovered the humanoid world
I have felt an unending desire to learn more about
3 3 STEALTH 1d10 CURRENT MAXIMUM
FAILURES myself and the world around me. There are so many
wonderful new things I have been exposed to.
DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES
IDEALS

NAME ATK BONUS DAMAGE/TYPE I want to see as much of the world or the humanoid
◆ 6 SAVING THROW
18 world as I can
Cane Sword (Sheathed) +6 1d6 Bludgeoning

4 Cane Sword (Unsheathed) +6 1d8 Slashing BONDS


CONSTITUTION
Handaxe +6 1d6 Slashing I am impulsive. I often follow my whims even when it’s
inappropriate.
-1
8 SAVING THROW Unarmed Strike +4 (+5) 1d4 + 4 (5) Bludgeoning
● 1 ARCANA
-1 FLAWS
HISTORY
-1 -1
-1
INVESTIGATION
Brawl: 1d4
INTELLIGENCE NATURE
-1
Languages: You can read, write and speak Common.
RELIGION
Skills: Insight, Arcana, Athletics Survival and Animal
3
Handling
16 SAVING THROW
5
● ANIMAL HANDLING Tools: Herbalism kit, Poisoner's kit
● 5 INSIGHT
3 3
3
MEDICINE
Armor: All Armor

Weapons: Simple weapons, Martial Weapons


WISDOM PERCEPTION
5
● SURVIVAL Saving Throws: Constitution, Charisma

◆ 3 SAVING THROW PROFICIENCIES & LANGUAGES


12
1 DECEPTION
1 INTIMIDATION Race - Anthro Human: Bubbit
1 1
1
PERFORMANCE ATTACKS & SPELLCASTING
Anthropomorphic Speech - The experiments have given
CHARISMA PERSUASION you the ability to communicate with your associated animal.
Arcane Points (1) You can cast speak with animals with this trait. Once you
cast this spell, you can't cast it again with this trait until you
finish a long rest. When you use this version of speak with
2 PROFICIENCY BONUS animals, you can only communicate with the animal which
you derive your traits from. So a kitzune would only be able
to communicate with foxes, for example.

Quick as a Bunny - When you move on your turn in


13 PASSIVE WISDOM (PERCEPTION)
combat, you can double your speed until the end of the turn.
Once you use this trait, you can't use it again until you move
0 feet on one of your turns.
CURRENT WEIGHT
270 MAX WEIGHT
Digger - You have a burrow speed of 20 feet.

CLASS RESOURCES, AMMO & CHARGES Background - Feral Child

Scent of the Wild lands - Your sense of sight and smell


A herbalism kit Weapons was finely tuned during your years in the wild. When you
CP an object you collected from the wilderness enter a forest or thick meadows, you can correctly ascertain
- a shiny stone Cane Sword: tracks of any beast or humanoid. In addition, you can
a set of traveler's clothes determine a safe harbor closest to you.
a patch of fur from an animal - his own fur 2lbs. Properties: Finesse, Special. This wooden and engraved
SP a large waterskin that can hold a two gallons cane holds a hidden sword that releases with a flick. Class - Anti-Mage
of water.
2x Handaxes Trick Weapon - As a bonus action, you can sheathe or Fighting Style: Blind Fighting - You have blindsight with a
unsheathe this weapon. While sheathed, this weapon deals range of 10 feet. Within that range, you can effectively see
EP 1d6 bludgeoning damage and has the Hidden property. anything that isn't behind total cover, even if you're blinded
or in darkness. Moreover, you can see an invisible creature
Handaxe: See 5e tools within that range, unless the creature successfully hides
from you.
GP 10 Shields
Brawl - Starting at 1st level, you are strong both in your
Shield Of Three-Quarters: mind and body, enabling for you to make powerful strikes
PP with purely your fists alone. Your unarmed strikes deal d4 +
15lbs. AC +2 STR: 16. This large steel shield has mechanical Strength modifier and increases as it shows on the brawl
EQUIPMENT gears that allow it to unfold into a sturdy
EQUIPMENT CONT.chest-high barrier. table above. FEATURES & TRAITS
Three-Quarters Barrier - As a bonus action, you can plant Arcane Absorption - Starting at 1st level, you can use the
TM & © 2014 Wizards
theofshield
the Coast LLC. Permissionon
of three-quarters is the
granted to photocopy
ground. While inthis
thisdocument
state, it for personal use. power hurled at you to empower your own body.
arcane
counts as a Medium-sized object with an armor class of 18 and When you make a saving throw against a spell of 1st-level
14 3"8 40lb
AGE HEIGHT WEIGHT

Ocean Blue White fur with Black Blotches White Fur


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Huey was 6 when he was kidnapped from his home village


by an insane group of wizard cultists that were obsessed
with animal and human experimentation. At the time, he was
a budding wizard in training learning the very basics. Along
with 50 other kids around his age, Huey was subjected to
experiments with various species of Rabbits for 2 years.
One day, the cultists brought into Huey's experiment
chamber a Rex Rabbit. They started the experiments but
this time, the pain was excruciating which caused him to fall
unconscious. 8 hours later, he slowly regained
consciousness and looked at his hands but to his confusion,
he had hairy hands. He felt his face and it was rabbit like. In
a panic he got up in his chamber and noticed he was
surrounded by unconscious and badly wounded cultists. He
also realised that he could only see up to 10ft as anything
beyond that was pure darkness. The door to his chamber
was open and even though he felt different both magically
and physically, Huey knew this was his opportunity to
escape. As he began to move he realised he had newfound
strength in his legs. Using this to his advantage, he sped out
of the facility and his newly acquired animal instincts led
him to a thick, jungle-like wilderness.

He wandered in the foreign place for a week relying on


survival instincts but now Huey was running out of food and
a safe place to call home. As he was hopping about, he
heard a whimpering belonging to a chimpanzee about 100ft
away. With no delay, he rushed in that direction. Moments
late Huey comes across a chimpanzee stuck under a large ADDITIONAL FEATURES & TRAITS
tree branch. Observing the situation, he knew what to do.
He got on his back, tucked his legs into his chest then kicks
the branch off the chimpanzee. He got up and offered the
chimpanzee his hand. The chimpanzee clasped Huey's
hand and once they got up, gave him a hug in appreciation
and gestured for Huey to follow them.

For 3 years, Huey was taken into the chimpanzee's tribe as


one of their own in which he learned to work with others,
survival skills and even learned how to travel via trees. One
day he spoke to the elder of the tribe with gestures
expressing his appreciation and gratitude to the tribe and
how he wanted to set off on his own journey to discover
more about his mysterious power. The elder permitted Huey
to set off and gave him a hug. He gestured to him that will
be always be apart of the tribe and that he's very welcomed
to visit. Huey gathered some supplies, said he goodbyes
and set off.

Huey followed the jungle-like forest to the outskirts where he


encountered two people similar to him but only they were
bears. After a friendly but brief conversion, the two bears
recommended Huey a place named the Telafi empire. He
thanked them then continued his travels, now heading to the
Telafi empire.
CHARACTER BACKSTORY OTHER
5 years later, Huey is now a citizen of the Telafi empire, got
his own home and is a well-known adventurer amongst TMhis
& © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
fellow peers in Telafi's Adventuring Guild. Throughout his
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
COMPANIONS, FAMILIARS,
AND PETS.

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP

WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5 CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP
WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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