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Outlander / Guide
BACKGROUND
PLAYER NAME
ALIGNMENT
EXPERIENCE POINTS
Half Orc
64000
RACE
CHARACTER NAME
INSPIRATION
STRENGTH
15
+4
ARMOR
CLASS
PROFICIENCY BONUS
+2
40
INITIATIVE
SPEED
PERSONALITY TRAITS
DEXTERITY
+8
Strength
+2
Dexterity
+7
Constitution
-1
Intelligence
Wisdom
+1
Charisma
CONSTITUTION
SAVING THROWS
+2
Acrobatics (Dex)
-1
Arcana (Int)
+8
Athletics (Str)
+1
Deception (Cha)
-1
History (Int)
Insight (Wis)
+5
Intimidation (Cha)
WISDOM
-1
Investigation (Int)
10
Medicine (Wis)
+3
Nature (Int)
+4
Perception (Wis)
+1
Performance (Cha)
+1
Persuasion (Cha)
-1
Religion (Int)
+2
+2
Stealth (Dex)
+4
Survival (Wis)
+3
INTELLIGENCE
8
-1
0
CHARISMA
12
+1
BONDS
SUCCESSES
FAILURES
HIT DICE
NAME
DEATH SAVES
FLAWS
Great Axe
+7
1d12+4(7)
Javelin x 4 +7
1d6+4(7)
HandAxe
1d6+4(7)
+7
Rage
-Bonus Action, 4 times (1 min)
-+3 damage
-resistant to bludgeoning, piercing, slashing damage.
Unarmored Defense
-When wearing no armor your AC = 10 + Dex mod + Con mod. You CAN use a shield.
Reckless Attack
-On your first attack of your turn, you can go reckless which gives you advantage on melee
weapon attacks that use Strength but all attack rolls against you have advantage.
Danger sense,
-You have advantage on Dex saving throws on things you can see like traps and spells.
You cannot be blinded, deafened or incapacitated to use this feature.
Extra Attack
-When you attack as an action, you attack 1 additional time during the same action.
Fast Movement
-Gain +10 Speed when not wearing heavy armor.
Feral Instinct
-You have advantage on Initiative. Additionally, if you're surprised, you can act as normal,
but only if you enter a rage first.
Brutal Critical
-At level 9, you roll 1 additional die when you crit. At level 13, you roll 2, and level 17, you
roll 3.
Primal Path: Path of the Berserker
Frenzy
-When you rage, you can choose to enter a frenzy. For the duration of your rage, you can
make an extra melee attack as a bonus action. You suffer 1 level of exhaustion when the
rage ends.
Mindless Rage
-You can't be charmed or frightened while Raged. If you rage while charmed or frightened,
the effect is suspended until your rage ends.
CP
SP
EP
GP
PP
1d12
IDEALS
Total 10
SKILLS
14
10
Intimidating Presence
-You can choose 1 creature within 30 feet of you to make a Wisdom Saving Throw (DC: 8 +
Prof + CHA mod). On a fail, they become frightened of you for 1 turn. You can use your
subsequent actions to extend the duration. The effect ends if they move 60 feet away or
break line of sight. If they succeed the Saving Throw, they become immune for 1 day.
Instrument - Lute
Staff
Hunting Trap
Traveler's Clothes
Belt & pouch
Backpack
Bedroll
Mess Kit
Tinderbox
10 x Torches
10 x Rations
Waterskin
50 Feet Hemp Rope
EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
CHARACTER BACKSTORY
TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING
ABILITY
SPELLCASTING
CLASS
SPELL
LEVEL
CANTRIPS
SLOTS TOTAL
ED
PR
SLOTS EXPENDED
1
EPAR
SPELL SAVE DC
7
SPELL NAME
SPELLS KNOWN
5
9
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELL ATTACK
BONUS