Zarlas
Zarlas
Zarlas
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Unarmored Defense (Barbarian) (15) 15 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 Great Weapon Master. On your turn, when you score a critical
20
SHIELD
AC hit with a melee weapon or reduce a creature to 0 hit points
with one, you can make one melee weapon attack as a bonus
N
action.Before you make a melee attack with a heavy weapon
CIE C
+9 Strength that you are proficient with, you can choose to take a - 5
Y
PROFI
✘
+5 penalty to the attack roll. If the attack hits, you add +10 to the
attack’s damage.
+2 Dexterity
✘ +7 Constitution ARMOR CLASS Sentinel. When you hit a creature with an opportunity attack,
DEXTERITY the creature’s speed becomes 0 for the rest of the
-1 Intelligence turn.Creatures provoke opportunity attacks from you even if
MAXIMUM HIT DICE TEMPORARY
14
they take the Disengage action before leaving your
+0 Wisdom
97 11d12 reach.When a creature within 5 feet of you makes an attack
-1 Charisma against a target other than you, you can use your reaction to
make a melee weapon attack against the attacking creature.
CONDITIONAL
SAVING THROWS Unarmored Defense. While you aren’t wearing armor, your AC
16 SPEED FLY CLIMB SWIM equals 15. You can use a shield and still gain this benefit.
N
CIE C
EXPE
VISION INSPIRATION EXHAUSTION turn, you can decide to attack recklessly. Doing so gives you
+0 Animal Handling (Wis) advantage on melee weapon attack rolls using Strength during
+3 -1 Arcana (Int) Darkvision this turn, but attack rolls against you have advantage until your
next turn.
✘ +9 Athletics (Str) Resistances. Cold
Danger Sense. You have advantage on Dexterity saving throws
INTELLIGENCE -1 Deception (Cha) against effects that you can see, such as traps and spells. To
gain this benefit, you can’t be blinded, deafened, or
8 -1 History (Int)
+0 Insight (Wis)
incapacitated.
Extra Attack. You can attack twice, instead of once, whenever
you take the Attack action on your turn.
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Fast Movement. Your speed increases by 10 feet while you
aren’t wearing heavy armor.
+0 Medicine (Wis) Amphibious. You can breathe air and water.
Feral Instinct. You have advantage on initiative rolls. If you are
WISDOM -1 Nature (Int) surprised at the beginning of combat and aren’t incapacitated,
Control Air and Water (1/Long Rest). You can cast
you can act normally on your first turn, but only if you enter
10 +0 Perception (Wis) fog cloud, gust of wind, and wall of water. your rage before doing anything else on that turn.
(Charisma)
-1 Performance (Cha) Brutal Critical. One additional weapon damage die when
-1 Persuasion (Cha) Emissary of the Sea. You can communicate simple determining the extra damage for a critical hit with a melee
+0 -1 Religion (Int)
ideas with beasts that can breathe water. They can attack.
understand the meaning of your words, though Relentless Rage. If you drop to 0 hp while you’re raging and
+2 Sleight of Hand (Dex) you have no special ability to understand them in don’t die outright, you can make a DC 10 Constitution saving
CHARISMA return. throw. If you succeed, you drop to 1 hp instead. Each time you
+2 Stealth (Dex) use this feature after the first, the DC increases by 5. When
you finish a short or long rest, the DC resets to 10.
8 +0 Survival (Wis) Guardians of the Depths. You have resistance to
SKILLS cold damage, and you ignore any of the drawbacks Divine Fury. While raging, the first creature you hit on a turn
caused by a deep, underwater environment. with a weapon attack takes an extra 1d6+5 necrotic or radiant
damage(choose when taking this feature.)
-1 10 PASSIVE PERCEPTION
Warrior of the Gods. When a spell with the sole effect of
restoring you to life(not undeath) is cast on you, the caster
doesn't need material components.
ADVANTAGE
✘
Fanatical Focus (1/Rage). While raging, if you fail a saving
INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS
throw, you can reroll it, and you must use the new roll.
Zealous Presence (Bonus Action—1/Long Rest). Unleash a
battle cry, up to 10 other creatures of your choice within 60ft
NAME RANGE ATTACK DAMAGE / TYPE gain advantage on attack rolls and saving throws until the start
Trident +2 20/60 +11 vs AC 1d6+7 piercing of your next turn.
Thrown, Versatile
FEATURES & TRAITS
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 Trident +2. You have a +2 bonus to attack and damage
[Trident +2] 1 4 rolls made with this magic weapon.
0 0 0 0 0
4 lb / 300 lb 600 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Fog Cloud Gust of Wind Wall of Water
1st-level conjuration 2nd-level evocation 3rd-level evocation
You create a 20-foot-radius sphere of fog centered on a point within A line of strong wind 60 feet long and 10 feet wide blasts from you in You conjure up a wall of water on the ground at a point you can see
range. The sphere spreads around corners, and its area is heavily a direction you choose for the spell’s duration. Each creature that within range. You can make the wall up to 30 feet long, 10 feet high,
obscured, It lasts for the duration or until a wind of moderate or starts its turn in the line must succeed on a Strength saving throw or and 1 foot thick, or you can make a ringed wall up to 20 feet in
greater speed (at least 10 miles per hour) disperses it. be pushed 15 feet away from you in a direction following the line. diameter, 20 feet high, and 1 foot thick. The wall vanishes when the
At Higher Levels. When you cast this spell using a spell slot of 2nd Any creature in the line must spend 2 feet of movement for every 1 spell ends. The wall’s space is difficult terrain.
level or higher, the radius of the fog increases by 20 feet for each slot foot it moves when moving closer to you. Any ranged weapon attack that enters the wall’s space has
level above 1st. The gust disperses gas or vapor, and it extinguishes candles, disadvantage on the attack roll, and fire damage is halved if the fire
torches, and similar unprotected flames in the area. It causes effect passes through the wall to reach its target. Spells that deal cold
protected flames, such as those of lanterns, to dance wildly and has a damage that pass through the wall cause the area of the wall they
50 percent chance to extinguish them. pass through to freeze solid (at least a 5-foot square section is
As a bonus action on each of your turns before the spell ends, you frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points.
can change the direction in which the line blasts from you. Reducing a frozen section to 0 hit points destroys it. When a section
is destroyed, the wall’s water doesn’t fill it.
Control Air and Water (Triton) Player’s Handbook Control Air and Water (Triton) Player’s Handbook Control Air and Water (Triton) Volo’s Guide to Monsters
Trident +2
Weapons