Gene

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Current Standard CS v1.

4
Troll lv 3 Devil Hunter
CLASS & LEVEL BACKGROUND PLAYER NAME
Gene Hardy
Troll Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

18

6

6
SAVING THROW
ATHLETICS
16
ARMOR
INSPIRATION

CLASS

4 CONDITIONS BOONS I've lost too many friends, and I'm slow to make new
ones.
STRENGTH

+2 TEMP HP
30ft I face problems head-on. A simple, direct solution is the
best path to success.
PERSONALITY TRAITS
2
SAVING THROW INITIATIVE SPEED
14
2

2
ACROBATICS
SLEIGHT OF HAND
Current
34 SUCCESSES

2 ● 4
STEALTH 3d10 CURRENT MAXIMUM
FAILURES

DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES


IDEALS

NAME ATK BONUS DAMAGE/TYPE


18
6
SAVING THROW
Machete +6 2d6+4 Slashing

4 Bite +6 1d6+4 Piercing BONDS


CONSTITUTION

0
10 SAVING THROW
0
ARCANA
0 FLAWS
HISTORY
0 0

0
INVESTIGATION
NATURE
INTELLIGENCE
0
RELIGION

1
12 SAVING THROW
1
ANIMAL HANDLING
1
INSIGHT
1 1

3
MEDICINE
PERCEPTION
WISDOM
1
SURVIVAL

2
SAVING THROW PROFICIENCIES & LANGUAGES
14
2
DECEPTION
4
INTIMIDATION REGENERATION. At the start of your turn, you regain hit

2

points equal to your proficiency bonus, provided that you
2
PERFORMANCE ATTACKS & SPELLCASTING have at least 1 hit point. If you take acid or fire damage, the
2
CHARISMA PERSUASION regeneration does not function at the start of your next turn.

DARKVISION. You have superior vision in dark and dim


conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
2 PROFICIENCY BONUS You cannot discern color in darkness, only shades of gray

KEEN SMELL. You have advantage on Wisdom (Perception)


checks that rely on smell.
13 PASSIVE WISDOM (PERCEPTION)
HUMONGOUS NOSE
As a bonus action, you can gain advantage on the next bite
attack you make against a creature before the end of your
next turn. Within 30 feet of you, you sense the following:
CURRENT WEIGHT
270 MAX WEIGHT
CREATURES. You know how many creatures there are and
where they are located. A creature can still hide from you or
CLASS RESOURCES, AMMO & CHARGES benefit from invisibility, though you know what space it is in.
POISONS AND DISEASES. You know if there are any
poisons or diseases, approximately how strong they are, and
FREAKSHOW. You possess a number of freakish capabilities, where they are located.
which provide you the following options. Once you use an ILLUSORY IMAGES. You automatically discern that an
CP option, you cannot use that option again until the start of your illusory creature or object is an illusion (i.e. minor illusion,
next turn. No action is required to use an option, though you silent image, mirror image), thus you can see through it. This
must not be incapacitated. benefit does not function if the illusory image has a smell
CONTORTIONIST: You gain advantage on a Dexterity check, (i.e. major image, hallucinatory terrain).
SP a Dexterity saving throw, or an ability check made to escape a
grapple or restraints Humongous Nose does not function if you cannot smell, nor
LIVING PIN CUSHION: When you take piercing damage, you does it function against incorporeal creatures and inorganic
gain resistance against that instance of damage. creatures.
EP
POP EYES: You gain advantage on an Intimidation or
Perception check, and you can use Constitution instead of the
skill's usual ability.
GP STRETCH: The reach of a bite or claw attack you make
increases by 5 feet. You can use this extended reach in order
to make an opportunity attack at a greater distance.

PP

EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY OTHER

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP

WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5 CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP
WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


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

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