Shrek
Shrek
Shrek
INSPIRATION
STRENGTH I'm always picking things up, absently
11 30 fiddling with them, and sometimes
+5 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
accidentally breaking them.
20 PERSONALITY TRAITS
-1 0
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
-1
History (Int) Bulky Build: your weight, width and
Greatclub +7 2d8 + 4 bldg.
8 +1
Insight (Wis) girth make normal furnishings, doors,
●
+2
Intimidation (Cha) Javelin +7 2d6 + 4 pierc. gates and mounts mostly unusable.
WISDOM -1
Investigation (Int) Great Weapons Ease: Ogres can
Unarmed +5 1d10 bldg.
+1
Medicine (Wis) easily wield two handed or great
+1 -1
Nature (Int) weapons in only one hand.
Javelin, ranged attack, reach
+2
Perception (Wis)
12 30/120ft Great Strength: Ogre's great strength
0
Performance (Cha) gives them advantage on all Strength
CHARISMA 0
Persuasion (Cha) based checks.
-1
Religion (Int)
0 -2
Sleight of Hand (Dex)
Rage: on your turn, enter rage as a
bonus action. At lvl. 3 you get three
-2
Stealth (Dex) rages per long rest. When raging you
10 ●
+3
Survival (Wis) gain the following benefits if not
SKILLS ATTACKS & SPELLCASTING
wearing heavy armor:
- if you make a melee attack using
Strength, you gain a bonus to the
10 PASSIVE WISDOM (PERCEPTION)
Four javelins, damage as matched to your level in
CP
Rage Damage column on the
Explorer's pack, Barbarian table. (+2 at lvl. 3)
SP Hunting trap, - You have resistance to bludgeoning,
Common, Ogre, Giant, Orcish Trophy from an animal piercing, and slashing damage.
EP (red dragon scale), - You can't cast spells while raging
Darkvision Rage lasts for 1 min. and ends early if
Set of traveler's you are knocked unconcious or if you
GP 10 clothes (white haven't attacked a hostile creature
Size: Large homespun shirt, since your turn.
PP leather waist coat)
Unarmored Defence: while unarmored,
Tartan Trousers of your AC = 10 + Dex. mod + Con. mod.
Bog Stench* (more features on next page)
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40 9 ft 850 lbs.
AGE HEIGHT WEIGHT
Shrek
Brown Green Bald
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Reckless Attack: when you make your first attack on your turn, you can decide to
attack recklessly. You get advantage of melee weapon attacks using Str. but attack
rolls against you have advantage until your next turn.
Danger Sense: you have advantage of Dex. saving throws against effect that you
can see (e.g. traps and spells). You cannot use while blinded, deafened or
incapacitated.
Primal Path: Path of the Totem Warrior. Donkey (Elk Variant). The speed of the elk
makes you extraordinarily swift. While you're raging and aren't wearing heavy armor,
your walking speed increases by 15 feet. You can cast beast sense and speak with
animals as a ritual.
Wanderer: you have an excellent memory for maps and geography, and you can
always recall the general layout of terrain, settlements, and other features around
you. In addition, you can find food and fresh water for yourself and up to five other
people each day, provided that the land offers berries, small game, water, and so
forth.
ADDITIONAL FEATURES & TRAITS
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
Beast Sense
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.