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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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