Beastman Character Sheet
Beastman Character Sheet
O INSPIRATION
STRENGTH
18 +2 30 ft.
16 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+3 PERSONALITY TRAITS
16
● +4
+5
Dexterity
Constitution
27
CURRENT HIT POINTS IDEALS
-1 Intelligence
+3 -1 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
Acrobatics (Dex) Total 3d12 SUCCESSES
+3 Animal Handling (Wis)
3d12 FAILURES
8 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision.
You can see dim light within 60 feet of yourself as if it were
bright light, and in darkness as if it were dim light. You
-1 Insight (Wis) discern colours in darkness only as shades of grey.
● +2 Intimidation (Cha) Wild Rush
If you move at least 20 feet on your turn towards a target
WISDOM Investigation (Int) and make an attack against it, you can additionally make
Claws +5 1d6+3 slashing one attack with your Claws as a bonus action against that
Medicine (Wis)
8 Nature (Int)
target.
Rage
On your turn, you can enter a rage as a bonus action.
Perception (Wis)
-1 While raging, you gain the following benefits if you aren’t
Performance (Cha) wearing heavy armor:
- You have advantage on Strength checks and Strength
saving throws.
Persuasion (Cha)
CHARISMA - When you make a melee weapon attack using Strength,
you gain a +2 bonus to the damage roll.
+1 Religion (Int)
- You have resistance to bludgeoning, piercing, and slashing
10 Sleight of Hand (Dex) damage.
Your rage lasts for 1 minute. It ends early if you are knocked
Stealth (Dex)
unconscious or if your turn ends and you haven’t attacked a
+0 ● +1 Survival (Wis) hostile creature since your last turn or taken damage since
then. You can also end your rage on your turn as a bonus
action.
SKILLS ATTACKS & SPELLCASTING Once you have raged 3 times, you must finish a long rest
before you can rage again.
Reckless Attack
9 PASSIVE WISDOM (PERCEPTION)
Shield When you make your first attack on your turn, you can
CP 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.
Languages - Common, Draconic, SP
Danger Sense
Beastman, Primordial You have advantage on Dexterity saving throws against
Armor: Light armor, medium armor, effects that you can see, such as traps and spells. To gain
EP this benefit, you can’t be blinded, deafened, or incapacitated.
shields
Galvanic Heart
Weapons: Simple weapons, martial At 3rd level, you gain resistance to lightning damage. If you
GP
weapons already have this resistance, instead, if you take lightning
damage, you can reduce that damage by 1d6 (after the
Tools: Potter's Tools, Smith's Tools resistance applies).
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
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.