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2 Fighter Reilly
Garurt
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
+5 STR +1 INT
PRO
Armor
26 +2
Set Max HP
STRENGTH +2 DEX +2 WIS
Shield
+3 +5 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor
Magic
16 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR
PRO
PRO
+1
-1 Deception (Cha) > Second Wind (1d10+2) 1 SR Common Bongos
+1 History (Int) > Action Surge 1 SR Draconic
+4 Insight (Wis) Bullywug
13
>
DESCRIPTION
>
SENSES
>
>
Reload Reload
>
IDEALS
BONDS
FLAWS
BACKGROUND FEATURE
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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Hatched into life in the the Scaly Death Tribe, Garurt was raised in the way of the warrior. He was a talented
hunter and the son of one of the tribe's most esteemed fighters. Garurt favored the axe (the word 'garurt'
means 'axe' in Draconic), and he excelled at navigating the Mere of Dead Men's watery environment. He was
raised to revere both the god Semuanya and his servant, the black dragon Voraghamanthar. However, one day
he and his hunting group were attacked by a vicious froghemoth. They survived only when saved by a group
of humanoid adventurers. In awe, Garurt led them back to the village, but to his dismay, watched as the
adventurers killed his people and looted his village. Once the humanoids had been driven out, Garurt was
exiled from the Mere of Dead Men for his foolishness.
Garurt sought refuge in the fabled human city of Neverwinter. There he saved from a mugging the young
Illuskan bard John Sheppard. The two became friends and travelled the Sword Coast together.
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANIONS APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.81 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Cant see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)