Unmyr Trongheart AR Barian: Hill Dwarf, Outlander

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Personality Traits.

I’m driven by a wanderlust that led


me away from home.
Ideals. Glory. I must earn glory in battle, for myself and
my clan. (Any)
Bonds. I am the last of my tribe, and it is up to me to
ensure their names enter legend.
Flaws. I am too enamored of ale, wine, and other
intoxicants.

ACTIONS
Greataxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1d12+2 Slashing damage, Martial,
Heavy, Two-Handed.
Handaxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1d6+2 Slashing damage, Simple,
Light, Thrown, Range (20/60).
Javelin. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1d6+2 Piercing damage, Simple,
Thrown, Range (30/120).
B UNMYR S TRONGHEART, B AR -
Unarmed Strike. Melee Weapon Attack: +4 to hit,
BARIAN reach 5 ft., one target. Hit: 3 Bludgeoning damage, .
Hill Dwarf, Outlander
attack to Hit
Level 2 Greataxe +4 1 2 2 3 4
Armor Class 14 4 5 6 7 7
Hit Points 27/27 8 9 9 10 11
Speed 25ft. 11 12 13 14 28
Proficiency Bonus +2 Handaxe +4 0 1 1 2 2
Initiative +1 2 3 3 4 4
4 5 5 6 6
STR DEX CON INT WIS CHA 6 7 7 8 16
15 (+2) 13 (+1) 16 (+3) 10 (+0) 13 (+1) 8 (−1) Javelin +4 0 1 1 2 2
2 3 3 4 4
Saving Throws Str +4, Dex +1, Con +5, Int +0, Wis 4 5 5 6 6
+1, Cha -1 6 7 7 8 16
Skills Acrobatics +1, Animal Handling +1, Arcana Unarmed Strike +4 0 0 0 0 0
+0, Athletics +4, Deception -1, History +0, Insight 1 1 1 1 1
+1, Intimidation +1, Investigation +0, Medicine 1 1 2 2 2
+1, Nature +0, Perception +3, Performance -1, 2 2 2 3 6
Persuasion -1, Religion +0, Sleight of Hand +1,
Stealth +1, Survival +3 Unarmed Strike. You can punch, kick, head-butt, or
Armor Proficiencies Light Armor, Medium Armor, use a similar forceful blow and deal bludgeoning damage
Shields equal to 1 + STR modifier
Weapon Proficiencies Martial Weapons, Simple
Weapons BONUS ACTIONS
Tool Proficiencies Bagpipes, Mason’s Tools Two-Weapon Fighting.
Senses Perception 13, Investigation 10, Insight 11
Rage. As a bonus action enter a rage for up to 1
Languages Common, Dwarvish, Elvish
minute (10 rounds). You gain advantage on STR checks
Challenge 2 (450 XP)
and saving throws (not attacks), +2 melee damage

1
with STR weapons, resistance to bludgeoning, piercing, Tool Proficiency. You gain proficiency with your choice
slashing damage. You can’t cast or concentrate on of smith’s tools, brewer’s supplies, or mason’s tools.
spells while raging. Your rage ends early if you are Mason’s Tools
knocked unconscious or if your turn ends and you Stonecunning. Whenever you make an Intelligence
haven’t attacked a hostile creature since your last turn (History) check related to the origin of stonework, you
or taken damage since then. You can also end your rage are considered proficient in the History skill and add
as a bonus action. double your proficiency bonus to the check.
REACTIONS Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time you
Opportunity Attack.
gain a level.
OTHER
Interact with an Object.
E QUIPMENT
CLASS FEATURES
RageDamage +2. As a bonus action enter a rage
item quantity
for up to 1 minute (10 rounds).You gain advantage
Backpack 1
on STR checks and saving throws (not attacks),
Bedroll 1
+2 melee damage with STR weapons, resistance to
Greataxe 1
bludgeoning, piercing, slashing damage. You can’t cast
Handaxe 1
or concentrate on spells while raging.Your rage ends
Javelin 4
early if you are knocked unconscious or if your turn ends
Mess Kit 1
and you haven’t attacked a hostile creature since your
Rations (1 day) 10
last turn or taken damage since then. You can also end
Rope, Hempen (50 feet) 1
your rage as a bonus action.
Tinderbox 1
Unarmored Defense. While not wearing armor, your Torch 10
AC equals 10 + DEX modifier + CON modifier + any Waterskin 1
shield bonus.
Reckless Attack. When you make your first attack on
your turn, you can decide to gain advantage on melee
attacks using STR during this turn, but attack rolls
against you have advantage until your next turn.
Danger Sense. You have advantage on DEX saving
throws against effects that you can see while not
blinded, deafened, or incapacitated.

BACKGROUND FEATURES
Feature: 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.

RACIAL TRAITS
Darkvision. You can see in darkness (shades of gray)
up to 60 ft.
Dwarven Resilience. You have advantage on saves
against poison and resistance against poison damage.
Dwarven Combat Training. You have proficiency with
the battleaxe, handaxe, light hammer, and warhammer.

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