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Skills
Intimidate (S) 5 Athletics (S) 5 Temporary Hit Points
Nature (I) 3 Survival (W) 1
Other Proficiencies
Armor: Light & Medium Armor, Shields
Weapons: Simple & Martial Weapons Hit Dice Death Saves Character Details
Tools: Gaming Set, Vehicles (Land), Mason's d12+ 3 Successes: Height: Eyes:
Tools Weight: Hair:
OO Failures: Birthday: Age:
Languages
Common, Dwarvish Personality Traits
Attacks I've lost too many friends, and I'm slow to make
Racial Traits Weapon/Spell Atk Bonus Damage/Type new ones.
- Darkvision 60ft Melee wpn 5 ... +3
- Focus Ranged wpn 3 ... +1 Ideals. Might. In life as in war, the stronger force
wins.
- Advantage on saves vs Poison
- Resistance vs Poison damage
Bond. I would still lay down my life for the
- Add double your Proficiency bonus on Equipment & Treasure people I served with.
Intelligence (History) checks related to
stonework. Flaw. My hatred of my enemies is blind and
unreasoning.
Background Feature
Military Rank Psychic Powers
Class Features Mystic Charm. Action, one humanoid you can see
within 120 feet of you must succeed on a
Rage (2/day) lasts one minute
Charisma saving throw or be charmed by you
- Advantage on Strength checks and saves
until the end of your next turn.
- Melee damage +2
- Resistance to Weapon damage
Mastery of Water (2 psi, save DC 11)
Unarmored Defense. Add Con mod to AC. You have a swimming speed equal to your
Reckless Attack. You have advantage on attacks, walking speed, and you can breathe underwater.
enemies have advantage against you.
- Desiccate (1–2 psi). Action, range 60ft, Con save
or suffer 1d10 necrotic damage per psi point
spent (half dmg on a succesful dave)