Barbarian (3) Criminal Zhetarim
CLASS & LEVEL BACKGROUND PLAYER NAME
L'Toro Minotaur Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
14 +1 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
16 PERSONALITY TRAITS
Hit Point Maximum 35
+5 Strength
DEXTERITY
+1 Dexterity
+1 +5 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
12 -1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 +1 Acrobatics (Dex) Total 3d12
SUCCESSES
16 -1 Animal Handling (Wis) FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +3 Athletics (Str)
0 +4 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Javelin +5 1d6 + 3 piercing
10 -1 Insight (Wis)
+4 Intimidation (Cha) Greataxe +5 1d12 + 3 slashing
WISDOM 0 Investigation (Int)
-1 Medicine (Wis)
Dagger +5 1d4 + 3 piercing
-1 0 Nature (Int)
+1 Perception (Wis)
8
+2 Performance (Cha)
+4 Persuasion (Cha)
CHARISMA
0 Religion (Int)
+2 +1 Sleight of Hand (Dex)
+3 Stealth (Dex)
14 -1 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
11 PASSIVE WISDOM (PERCEPTION)
CP
Explorer's Pack (1); Clothes,
common (1); Crowbar (1);
Leather (1)
SP
Tool Proficiencies: Thieves' Tools
Weapon Proficiencies: Martial; Simple
EP
Armor Proficiencies: Light; Medium; Shields
Language Proficiencies: Common; Minotaur
GP
15
PP
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
35
AGE HEIGHT WEIGHT
L'Toro
CHARACTER NAME EYES SKIN HAIR
NAME
The Zhentarim
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage (lasts 1 minute, use 3
times/rest).
-----------Other Traits------------
Criminal Contac. You have a reliable and trustworthy contact who acts as your liaison to a network of others "friends" called Black Hand. You know how to get
messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who
can deliver messages for you. .
Danger Sense. Advantage on DEX saves against effects you can see.
Frenzy. You can frenzy when you rage, affording you a single melee weapon attack as a bonus action on each turn until the rage ends. When the rage ends,
you suffer 1 level of exhaustrion.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus
action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to
shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving
throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.