Professional Documents
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Kroak
Kroak
Kroak
STEALTH DISADVANTAGE
✘
+3 Unarmed Fighting. Your unarmed strikes can deal 1d8 +
3 bludgeoning damage on a hit.
+2 Dexterity
At the start of each of your turns, you can deal 1d4
✘ +5 Constitution ARMOR CLASS bludgeoning damage to one creature grappled by you.
DEXTERITY
+1 Intelligence Second Wind (Bonus Action—1/Short Rest). You regain
MAXIMUM HIT DICE TEMPORARY
14 -1 Wisdom
+0 Charisma
44 5d10
1d10+5 hp.
14 N
CIE C
+5 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
25ft.
SWIM
0ft.
each of the objects. To be eligible, an object must be a
weapon, suit of armor, a shield, a piece of jewelry, or
Y
PROFI
✘
something else you can wear or hold in a hand. Your rune
RT
EXPE
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION remains on an object until you finish a long rest, and an
+2 +1 Arcana (Int)
object can bear only one of your runes at a time.
Your Rune Magic saving throw DC is 13.
✘ +6 Athletics (Str) Immunities. Poison Stone Rune (Reaction—1/Short Rest). While wearing or
carrying an object inscribed with this rune, you have
INTELLIGENCE +0 Deception (Cha) advantage on Insight checks, and you have darkvision out
to a range of 120 feet.
12 +1 History (Int)
-1 Insight (Wis)
When a creature you can see ends its turn within 30
feet of you, you can invoke the rune and force the
creature to make a DC13 Wisdom save. Unless the save
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS succeeds, the creature is charmed by you for 1 minute.
+1 +1 Investigation (Int)
While charmed in this way, the creature has a speed of 0
and is incapacitated, descending into a dreamy stupor.
-1 Medicine (Wis)
Amphibious. You can breathe air and water. The creature repeats the saving throw at the end of each
of its turns, ending the effect on a success.
WISDOM +1 Nature (Int) Poison Immunity. You are immune to the poisoned condition. Frost Rune (Bonus Action—1/Short Rest). While
wearing or carrying an object inscribed with this rune,
9 +2 Perception (Wis)
✘ Poisonous Skin. Any creature that grapples you or otherwise
comes into direct contact with your skin must succeed on a you have advantage on Animal Handling checks and
+0 Performance (Cha) DC 12 Constitution saving throw or become poisoned for 1 Intimidation checks.
minute. A poisoned creature no longer in direct contact with You can invoke the rune increase your sturdiness. For
+0 Persuasion (Cha) you can repeat the saving throw at the end of each of its 10 minutes, you gain a +2 bonus to all ability checks and
-1 +1 Religion (Int)
turns, ending the effect on itself on a success.You can also saving throws that use Strength or Constitution.
apply this poison to any piercing weapon as part of an attack
with that weapon, though when you hit the poison reacts Giant’s Might (Bonus Action—3/Long Rest). You
+2 Sleight of Hand (Dex)
differently. The target must succeed on a DC 12 Constitution magically gain the following benefits, which last for 1
CHARISMA +2 Stealth (Dex) saving throw or take 2d4 poison damage. minute:
• If you are smaller than Large, you become Large,
10 +2 Survival (Wis)
✘ Standing Leap. Your long jump is up to 25 feet and your high
jump is up to 15 feet, with or without a running start. along with anything you are wearing. If you lack the room
SKILLS to become Large, your size doesn’t change.
Water Dependency. If you fail to immerse yourself in water • You have advantage on Strength checks and Strength
for at least 1 hour during a day, you suffer one level of saving throws.
+0 12 PASSIVE PERCEPTION exhaustion at the end of that day. You can only recover from • Once on each of your turns, one of your attacks with a
this exhaustion through magic or by immersing yourself in weapon or an unarmed strike can deal an extra 1d6
water for at least 1 hour. damage to a target on a hit.
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
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.
PERSONALITY TRAITS
IDEAL
BOND
Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.
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
[Breastplate] 1 20
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Breastplate Backpack Crowbar
Armor Adventuring Gear Adventuring Gear
This armor consists of a fitted metal chest piece worn with A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
supple leather. Although it leaves the legs and arms with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
relatively unprotected, this armor provides good protection 30 pounds of gear.
for the wearer’s vital organs while leaving the wearer You can also strap items, such as a bedroll or a coil of
relatively unencumbered. rope, to the outside of a backpack.
3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 1 lb. Player’s Handbook
This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet)
Adventuring Gear