Professional Documents
Culture Documents
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH 11 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4
18
SHIELD Shifting. As a bonus action, you can assume a more bestial
AC appearance for 1 minute that lasts for 1 minute, until you
die, or until you revert to your normal appearance as a
N
CIE C
bonus action. When you shift, you gain 13 temporary hit
+8 Strength
Y
PROFI
✘ points. (1/SR)
+4
+1 Dexterity Shifting Feature. While shifted, you can use your elongated
✘ +7 Constitution ARMOR CLASS fangs to make an unarmed strike as a bonus action and deal
1d6 + 4 piercing damage.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Fighting Style.
13 ✘ +4 Wisdom
+2 Charisma
87 9d10 Great Weapon Fighting. When you roll a 1 or 2 on a
damage die for an attack you make with a melee weapon
that you are wielding with two hands, you can reroll the die
CONDITIONAL
and must use the new roll, even if the new roll is a 1 or a 2.
+1 The weapon must have the two-handed or versatile
property for you to gain this benefit.
CURRENT HIT POINTS
Second Wind. You can use a bonus action to regain hit
CONSTITUTION DEATH SAVING THROWS
points equal to 1d10 + 9. (1/SR)
SAVING THROWS
17 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Action Surge. On your turn, you can take one additional
action on top of your regular action and a possible bonus
Y
PROFI
action. Once you use this feature, you must finish a short or
RT
EXPE
✘ +4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION long rest before you can use it again.
+3 +1 Arcana (Int) Darkvision
Martial Archetype.
✘ +8 Athletics (Str)
Extra Attack. You can attack twice, instead of once,
INTELLIGENCE +2 Deception (Cha) whenever you take the Attack action on your turn
13 +1 History (Int)
+0 Insight (Wis)
Indomitable. 1x / long rest: You can reroll a saving throw
that you fail. If you do so, you must use the new roll.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Fighting Spirit. Bonus action: Give yourself advantage on
+1 +1 Investigation (Int)
attack rolls until the end of the turn. You also gain 5
temporary HP.
+0 Medicine (Wis) Elegant Courtier.
WISDOM +1 Nature (Int)
10 ✘ +4 Perception (Wis)
+2 Performance (Cha)
✘ +6 Persuasion (Cha)
+0 +1 Religion (Int)
14 ✘ +4 Survival (Wis)
SKILLS
+2 14 PASSIVE PERCEPTION
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 0 0 0 lb.
INITIATIVE +1 EQUIPMENT
Languages. Common
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
I’m full of inspiring and cautionary tales from my battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
military experience relevant to almost every combat of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)
situation
I’m always polite and respectful.
Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS
IDEAL
BOND
An alabaster mask
TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE