Leth
Leth
INSPIRATION
STRENGTH An inspiring leader of warriors and a
20 ARMOR
0 30ft commander who fights on the front
line, showing his comrades the way
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED forward.
+5 PERSONALITY TRAITS
+5
Dexterity
Constitution
31 everything.
CURRENT HIT POINTS IDEALS
+1 Intelligence
+0 +2 Wisdom
The people who fought beside me
CONSTITUTION
+1 Charisma
SAVING THROWS
--- I would kill for, die for and lmore.
TEMPORARY HIT POINTS BONDS
17 31
+0 Acrobatics (Dex) Total SUCCESSES
Without a cause or warriors by my
+3 Animal Handling (Wis)
+2
1d10 FAILURES side I feel empty, without purpose.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +7 Athletics (Str)
12 +1
+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Fighting Style - Great Weapon Fighting -
Great Axe +7 1d12 + 5
+1 +2 Insight (Wis) When you roll a 1 or 2 on a damage die
for an attack you make with a melee
+1 Intimidation (Cha) Net +2 Special
weapon that you are wielding with two
WISDOM +1 Investigation (Int) hands, you can reroll the die and must
Light Crossbow +2 1d8
+2 Medicine (Wis) use the new roll, even if the new roll is a
15 +1 Nature (Int) Goring Rush. Immediately after you take the Dash action
1 or a 2. The weapon must have the
on your turn and move at least 20 feet, you can make two-handed or versatile property for you
● +4 Perception (Wis) one melee attack with your Horns as a bonus action. to gain this benefit.
+2
+1 Performance (Cha) Hammering Horns. Immediately after you hit a creature
● +3 Persuasion (Cha)
with a melee attack as part of the Attack action on your Second Wind - You have a limited well of
CHARISMA turn, you can use a bonus action to attempt to push that stamina that you can draw on to protect
+1 Religion (Int) target with your horns. The target must be within 5 feet of
you and no more than one size larger than you. Unless it yourself from harm. On your turn, you
12 +0 Sleight of Hand (Dex) succeeds on a Strength saving throw against a DC equal
to 8 + your proficiency bonus + your Strength modifier,
can use a bonus action to regain hit
+0 Stealth (Dex) you push it up to 10 feet away from you.
points equal to 1d10 + your fighter level.
+1 ● +4 Survival (Wis) Once you use this feature, you must
finish a short or long rest before you can
SKILLS ATTACKS & SPELLCASTING
use it again.
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37 6'00" 260lbs
AGE HEIGHT WEIGHT
Leth of Malrieth
Yellow Fur Covered (Brown) Fur Covered (Brown)
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Leth once served with distinction in the 3rd Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: Dice, Cart
Slave Regiment of Foot under the cunning Drow Languages: None
Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of
Master Jiv'undus of House Malrieth a lesser your last wages (10gp)
male in charge of slave soldiers.
Race - Minotaur
A free mercenary turned loyal subject of the Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different
scores by 1. You can't raise any of your scores above 20. (Strength +2 & Con +1 Chosen)
ruthless Jiv'undus, Leth trained, led and
nurtured his slave soldiers with efficiency - Creature Type. You are a Humanoid.
leading them in many raids against other Size. You are Medium.
Houses, battles against Underdark monstrosities Speed. Your walking speed is 30 feet.
and even a few wars against the other races of
Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead
the Underdark. of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus
Through these exploits many of his soldiers rose action.
up the ranks, an elite few attaining their freedom
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to
and most choosing to remain as part of Leth's push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw
unit as officers. against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Influential and himself cunning despite his Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The
brutish appearance Leth's slave soldiers were Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. (Chose Drow)
better equipped, better fed and overall better
cared for then even some Drow male units.
ADDITIONAL FEATURES & TRAITS
During a protracted campaign into the
Underdark for the machinations of House
Malrieth Leth's liege fell. Knowing that without
Jiv'undus his unit would suffer under the far
crueler hands of the Matrons he broke off,
leading his slaves as a new unit of freed
mercenaries.
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.