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Barbarian/Path of the Berzerker 5

Thokk

CLASS & LEVEL

CHARACTER NAME

STRENGTH

18

0

INSPIRATION

+3

PROFICIENCY BONUS

Half-Orc

Neutral Evil

9600

ALIGNMENT

EXPERIENCE POINTS

ARMOR
CLASS

15

+2

40

INITIATIVE

SPEED

PERSONALITY TRAITS

+7 Strength
+2 Dexterity
● +6 Constitution


75

Independence. When people follow orders
blindly, they embrace a kind of tyranny.
(Chaotic)

CURRENT HIT POINTS

-2 Intelligence
+2 Wisdom

+2
CONSTITUTION

SAVING THROWS

17


+3

6

+2 Acrobatics (Dex)


Total

15
+2

-1 Deception (Cha)

NAME

-2 History (Int)

-1 Insight (Wis)
+2

Intimidation (Cha)
-2 Investigation (Int)
+2 Medicine (Wis)

9

BONDS

I have little respect for anyone
who is not a proven warrior.

DEATH SAVES

ATK BONUS DAMAGE/TYPE

Greataxe

+7

1d12 +4 Slashing

Handaxe

+7

1d6 +4 slashing

Handaxe

+7

1d6 +4 slashing

FLAWS

Sentinel. You have mastered techniques to take advantage of
every drop in any enemy's guard, gaining the following
benefits:
* When you hit a creature with an opportunity attack, the
creature's speed becomes 0 for the rest of the turn.
* Creatures within 5 feet of you provoke opportunity attacks
from you even if they take the Disengage action before
leaving your reach.
* When a creature within 5 feet of you makes an attack
against a target other than you (and that target doesn't have
this feat), you can use your reaction to make a melee weapon
attack against the attacking creature.

-1 Performance (Cha)
-1 Persuasion (Cha)

Relentless Endurance. When you are reduced to 0 hit points
but not killed outright, you can drop to 1 hit point instead. You
can't use this feature again until you finish a long rest.

-2 Religion (Int)
+2 Sleight of Hand (Dex)

Savage Attacks. When you score a critical hit with a melee
weapon attack, you can roll one of the weapon's damage dice
one additional time and add it to the extra damage of the
critical hit.





+2 Stealth (Dex)
+5 Survival (Wis)



SKILLS

15

FAILURES

-2 Nature (Int)
+5 Perception (Wis)





CHARISMA

SUCCESSES

HIT DICE



WISDOM

5

d12

-2 Arcana (Int)

+7 Athletics (Str)



-1

TEMPORARY HIT POINTS

+2 Animal Handling (Wis)



-2

IDEALS

Those who fight beside me are
those worth dying for.

-1 Charisma

INTELLIGENCE

I have a crude sense of humor.
I enjoy being strong and like
breaking things.

Hit Point Maximum 75



DEXTERITY

Hippo
PLAYER NAME

RACE

15

+4

Soldier
BACKGROUND

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)
CP

Languages. Common, Orc
Weapons. Martial, Simple
Armour. Medium, Light,
Shields
Tools.
Vehicles. Land
OTHER PROFICIENCIES & LANGUAGES

SP

EP

Rage. In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action. While raging, you gain
the following benefits if you aren't wearing heavy armor:
* You have advantage on Strength checks and Strength
saving throws.
* When you make a melee weapon attack using Strength, you
gain a bonus to the damage roll that increases as you gain
levels as a barbarian, as shown in the Rage Damage column of
the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing
damage.
If you are able to cast spells, you can't cast them or
concentrate on them while raging. Your rage lasts for 10
minutes. It ends early if you are knocked unconscious. You
can also end your rage on your turn as a bonus action. Once
you have raged the number of times shown for your barbarian
level in the Rages column of the Barbarian table, you must
finish a long rest before you can rage again.
Unarmored Defense. While you are not wearing any armor,
your Armor Class equals 10 + your Dexterity modifier + your
Constitution modifier. You can use a shield and still gain this
benefit.

GP

Reckless Attack. Starting at 2nd level, you can throw aside all
concern for defense to attack with fierce desperation. When
you make your first attack on your turn, you can decide to
attack recklessly. Doing so gives you advantage on melee
weapon attack rolls using Strength during this turn, but attack
rolls against you have advantage until your next turn.

PP

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

FEATURES & TRAITS

Thokk
CHARACTER NAME

22 years
AGE

203 cm

112 kg

HEIGHT

WEIGHT

Brown

Dark Brown

Black

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

His father was killed after
he was found out to
have an affair with an orc,
his mother died when
he was 8 years old during
a raid. With no one
left to protect him, he was
cast out of his
tribe. He has lived off of
the land for over a
decade, building his
strength and axe swinging
skills. Though with no one
to teach him of the
world, his mental capacity
never reached even
average levels.

CHARACTER BACKSTORY

Danger Sense. At 2nd level, you gain an uncanny sense of when things
nearby aren't as they should be, giving you an edge when you dodge away
from danger. You have advantage on Dexterity saving throws against
effects that you can see, such as traps and spells. To gain this benefit, you
can't be blinded, deafened, or incapacitated.
Extra Attack. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 12th level.
Fast Movement. Starting at 5th level, your speed increases by 10 feet while
you aren't wearing heavy armor.
Frenzy. Starting when you choose this path at 3rd level, you go into a
frenzy when you rage. For the duration of your rage you can make a single
melee weapon attack as a bonus action on each of your turns after this one.
ADDITIONAL FEATURES & TRAITS

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

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

0

SPELL
LEVEL

CANTRIPS

SLOTS TOTAL

3

ED

PR

6

SLOTS EXPENDED

1
EPAR

SPELL SAVE DC

7
SPELL NAME

SPELLS KNOWN

4

8

2

5
9

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

SPELL ATTACK
BONUS


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