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Barbarian 9 Spinereaver Tribe Member Asteris

CLASS & LEVEL BACKGROUND PLAYER NAME


Uldeth
Orc Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I face problems head-on. A simple

5
17-21
ARMOR
2 30 direct solution is the best path to
success.
CLASS
+4 PROFICIENCY BONUS INITIATIVE SPEED

20 PERSONALITY TRAITS

Hit Point Maximum 121


● 9
Strength
DEXTERITY Nation. My city, nation, or people are all that
2
Dexterity matter.

2 ● 7
Constitution
CURRENT HIT POINTS IDEALS
-1
Intelligence
14 1
Wisdom
My tribe is the most important thing in
-1
Charisma my life, even when they are far from me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
3 9
2
Acrobatics (Dex) Total SUCCESSES I have little respect for anyone who is not a
16 proven warrior.
1
Animal Handling (Wis) FAILURES

-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
9
Athletics (Str)

-1 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
-1 Rage: In battle, you fight with primal ferocity. On Your Turn, you can enter a
rage as a Bonus Action.
Greataxe +10 1d12+ 5-8 (+1d6+4) While raging, you gain the following benefits if you aren't wearing heavy
8 1
Insight (Wis) armor:
• You have advantage on Strength Checks and Strength saving throws.

3
Intimidation (Cha) Hand of Uldeth +10 1d8+ 5-8 • When you make a melee weapon Attack using Strength, you gain a +3
bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage.
WISDOM -1
Investigation (Int) If you are able to cast Spells, you can't cast them or concentrate on them
while raging.
1
Medicine (Wis) Your rage lasts for 1 minute. It ends early if you are knocked Unconscious

1 ●
3
Nature (Int) Divine Fury
Path of the Zealot
or if Your Turn ends and you haven't attacked a hostile creature since your
last turn or taken damage since then. You can also end your rage on Your
Turn as a Bonus Action.
Once you have raged the maximum number of times for your barbarian
At 3rd level, while you're raging, the first creature you hit on each
12

5
Perception (Wis) of your turns with a weapon attack takes extra damage equal to
level, you must finish a Long Rest before you can rage again. You may
rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
1d6 + half your barbarian level. The extra damage is necrotic or
-1
Performance (Cha) radiant; you choose the type of damage when you gain this Unarmored Defense: While you are not wearing any armor, your Armor
feature. Class equals 10 + your Dexterity modifier + your Constitution modifier. You

CHARISMA -1
Persuasion (Cha) can use a Shield and still gain this benefit.
Warrior of Gruumsh
Religion (Int)
-1 Danger Sense: At 2nd level, you gain an uncanny sense of when things
At 3rd level, while you are under the effects of a Rage, you add nearby aren't as they should be, giving you an edge when you dodge away

-1 2
Sleight of Hand (Dex)
your proficiency bonus to your AC.

Fanatical Focus
from danger. You have advantage on Dexterity saving throws against
effects that you can see, such as traps and Spells. To gain this benefit, you
can't be Blinded, Deafened, or Incapacitated.
2
Stealth (Dex) Starting at 6th level, if you fail a saving throw while you're raging,
Reckless Attack: Starting at 2nd level, you can throw aside all concern for
8 you can reroll it, and you must use the new roll. You can use this defense to Attack with fierce desperation. When you make your first Attack

5
Survival (Wis) ability only once per rage. on Your Turn, you can decide to Attack recklessly. Doing so gives you
advantage on melee weapon Attack rolls using Strength during this turn,
but Attack rolls against you have advantage until your next turn.
SKILLS ATTACKS & SPELLCASTING
Fast Movement: Starting at 5th level, your speed increases by 10 feet while
you aren't wearing Heavy Armor.

12 PASSIVE WISDOM (PERCEPTION) Explorer's Pack


Extra Attack: Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
CP Half Plate Armor
Feral Instinct: By 7th level, you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't
Hand of Uldeth incapacitated, you can act normally on your first turn, but only if you enter
your rage before doing anything else on that turn.
SP +1 Magic Damage. Improved
Common, Orc, Dragonic Critical : this weapon scores critical Brutal Critical: Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a critical hit with a
hits with a 19 as well as a 20 roll. melee Attack.
EP Elemental Invocation (8 charges) This increases to two additional dice at 13th level and three additional dice
at 17th level.

Elemental Invocation (8 charges):


1. Wind : As the elemental power of wind fuels the wielder of this hammer,
GP you can make an extra attack this turn as a free action.
2. Fire : As the elemental power of fire lashes out of the hammer, firebolts
are being shot towards random targets that the wielder deems hostile in a
30 feet radius. The targets make a Dexterity saving throw (DC : your spell
DC). On a fail they suffer 1d10 fire damage.
PP 3. Earth : As the elemental power of the earth echoes inside the hammer,
when this mighty blow occurs, it causes the earth to tremble in a 15 feet
cone in front of the wielder. All targets caught in the area make a Strength
Saving throw (DC : your spell DC). On a fail the suffer 1d6 bludgeoning
damage and are knocked prone.
4. Water : As the elemental power of the fuels the wielder of this hammer
with cleansing waters, he instantly regains hit points equall to his level x d4

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 2,00m 120kg
AGE HEIGHT WEIGHT

Black Light dark Black


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Divine Fury
At 3rd level, while you're raging, the first creature you hit on each of
your turns with a weapon attack takes extra damage equal to 1d6 +
half your barbarian level. The extra damage is necrotic or radiant; you
choose the type of damage when you gain this feature.

Warrior of Gruumsh
At 3rd level, while you are under the effects of a Rage, you add your
proficiency bonus to your AC.

Fanatical Focus
Starting at 6th level, if you fail a saving throw while you're raging, you
can reroll it, and you must use the new roll. You can use this ability
only once per rage.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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.

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