Mast Ema
Mast Ema
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Half Plate 16 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4
16
SHIELD Orcish Aggression. Bonus Action: You can move up to your
AC speed toward an enemy of your choice that you can see or
hear. You must end this move closer to the enemy than you
N
CIE C
started.
+7 Strength
Y
PROFI
✘
+3 Grappler. You have advantage on attack rolls against a
+1 Dexterity creature you are grappling.You can use your action to try to
pin a creature grappled by you. To do so, make another
✘ +8 Constitution ARMOR CLASS grapple check. If you succeed, you and the creature are both
DEXTERITY restrained until the grapple ends.
-1 Intelligence
MAXIMUM HIT DICE TEMPORARY
+1 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
during this turn, but attack rolls against you have advantage
until your next turn.
Y
PROFI
RT
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Danger Sense. You have advantage on Dexterity saving
+4 -1 Arcana (Int) Darkvision throws against effects that you can see, such as traps and
spells. To gain this benefit, you can’t be blinded, deafened, or
incapacitated.
✘ +7 Athletics (Str)
INTELLIGENCE -1 Deception (Cha)
Extra Attack. You can attack twice, instead of once, whenever
you take the Attack action on your turn.
8 -1 History (Int)
+0 Insight (Wis)
Fast Movement. Your speed increases by 10 feet while you
aren’t wearing heavy armor.
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Feral Instinct. You have advantage on initiative rolls. If you
-1 -1 Investigation (Int)
are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn, but
+0 Medicine (Wis) Hunter's Intuition. When you make a Perception or only if you enter your rage before doing anything else on that
Survival check, you can roll one Intuition die, a d4, and turn.
WISDOM -1 Nature (Int) add the number rolled to the ability check.
Brutal Critical. One additional weapon damage die when
10 ✘ +4 Perception (Wis)
-1 Performance (Cha)
Imprint Prey (Bonus Action). Choose one creature you
can see within 30 feet of you. The target is imprinted in
your mind until it dies or you use this trait again.
determining the extra damage for a critical hit with a melee
attack.
-1 Persuasion (Cha) Alternatively, you can imprint a creature as your quarry Frenzy. For the duration of your rage you can make a single
+0 -1 Religion (Int)
whenever you succeed on a Survival check to track it. melee weapon attack as a bonus action on each of your turns
after this one. When your rage ends, you suffer one level of
When you are tracking your quarry, double the result of
exhaustion.
+1 Sleight of Hand (Dex)
your Intuition die. When your quarry is within 60 feet of
you, you have a general sense of its location. Your Mindless Rage. You can’t be charmed or frightened while
CHARISMA +1 Stealth (Dex) attacks against it ignore half cover. If you can’t see the raging. If you are charmed or frightened when you enter your
target when you attack it, your inability to see it doesn’t
8
rage, the effect is suspended for the duration of the rage.
✘ +4 Survival (Wis) impose disadvantage on the attack roll. Likewise, your
SKILLS quarry doesn’t doesn’t gain advantage on attack rolls Intimidating Presence (Action). Choose one creature that you
against you due to being hidden or invisible. can see within 30 feet of you. If the creature can see or hear
you, it must succeed on a DC11 Wisdom saving throw or be
-1 14 PASSIVE PERCEPTION Nature's Voice. You can cast locate animals or plants, frightened of you until the end of your next turn. On
but only as a ritual. subsequent turns, you can use your action to extend the
duration of this effect on the frightened creature until the
end of your next turn. This effect ends if the creature ends its
ADVANTAGE
✘ turn out of line of sight or more than 60 feet away from you.If
the creature succeeds on its saving throw, you can't use this
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS feature on that creature again for 24 hours.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Half Plate] 1 40
[Greatclub] 1 10
0 0 0 0 0
50 lb / 240 lb 480 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Locate Animals or Plants
2nd-level divination (ritual)