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Barbarian (1) Executioner

CLASS & LEVEL BACKGROUND PLAYER NAME

Ozo
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 2 25
18 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

4 PERSONALITY TRAITS

Hit Point Maximum


● 6
Strength
DEXTERITY

14 ●


2

5
Dexterity
Constitution
15
CURRENT HIT POINTS IDEALS
1
Intelligence
2 1
Wisdom
0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
2
Acrobatics (Dex) Total SUCCESSES
3 ●
3
Animal Handling (Wis) 1d12 FAILURES

1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
6
Athletics (Str)

12 0
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
1
History (Int) RAGE
Glaive +6 1d10+4 In battle, you fight with primal ferocity.
1 1
Insight (Wis)
On your turn, you can enter a rage as a

2
Intimidation (Cha) Spear +6 1d6+4 bonus action. While raging, you gain the
WISDOM 1
Investigation (Int) following benefits if you aren't wearing
Javelin +6 1d6+4

3
Medicine (Wis) heavy armor:
13 1
Nature (Int) Glaive: 1d10 slashing, Heavy,
• You have advantage on Strength
checks and Strength saving throws.
1

3
Perception (Wis) reach, two-handed • When you make a melee weapon
0
Performance (Cha) attack using Strength, you gain a bonus
0
Persuasion (Cha) Spear: 1d6 piercing, Thrown to the damage roll that increases as you
CHARISMA
gain levels as a barbarian, as shown in
1
Religion (Int) (20/60) Versatile (1d8) the Rage Damage column of the
10 2
Sleight of Hand (Dex) Barbarian table. (+2)
2
Stealth (Dex) Javelin: 1d6 piercing, Thrown •You have resistance to bludgeoning,
0 piercing, and slashing damage.
1
Survival (Wis) (30/120)
Your rage lasts for 1 minute. It ends
SKILLS ATTACKS & SPELLCASTING early if you are knocked unconscious or
if your turn ends and you haven't
attacked a hostile creature since your
13 PASSIVE WISDOM (PERCEPTION)
CP Glaive last turn or taken damage since then.
You can also end your rage on your
turn as a bonus action. Once you have
SP Spear raged the number of times shown for
Poisoner's Kit
your barbarian level in the Rages
EP
Javelins (4) column of the Barbarian table, you must
Light + Medium Armor finish a long rest before you can rage
again.
GP 10 Explorer's pack UNARMORED DEFENSE
Shields While you are not wearing any armor,
PP your Armor Class equals 10 + your
Simple + Martial weapons Dexterity modifier + your Constitution
modifier. You can use a shield and still
gain this benefit.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Background Feature: Grim Notoriety


You are known to your people as an executioner, and as such, most people who recognize you give you a wide berth,
Rolled for stats though whether out of fear, respect, or disgust will depend on the person and the nature of your interaction with them.
Most people who recognize you will go out of their way to cease dealing with you as quickly as possible. Perhaps they
fear what you might do to them, or perhaps they are afraid of wasting your time, or they could even find your work so
repulsive that they don’t want to be seen with you. Regardless of the situation, when this feature is in effect (at the
Background: The big book of GM’s discretion), people interacting with you can be expected to try to end their interaction with you as quickly as
possible. Depending on the situation and how this takes shape, this may or may not be to your benefit.
backgrounds Additionally, you typically have no problem finding employment as an executioner in places which have need of one.
SPEED. You have a base walking speed of 35 feet when your hands are unoccupied, 30 feet when one hand is
occupied, and 25 feet when both hands are occupied.
Race: Beastfolk APE WEAPONRY. You can use your teeth or hands to make unarmed strikes. If you hit with them, you deal
bludgeoning (fists) or piercing (bite) damage equal to 1d6 + your Strength modifier.
STUNNING MIGHT. When you hit a creature a melee attack, you can attempt to stun the creature with a bonus action.
The target makes a Constitution saving throw DC 8 + your proficiency bonus + your Strength modifier or it is stunned
until the start of its next turn. You can use this trait once, and must finish a short or long rest before you can use it
again.
WOODLAND TRAVELER. Difficult terrain due to plants, bushes or trees does not impede your movement.
FEAT: POLEARM MASTER
*When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus
action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the
primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
*While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack
from you when they enter the reach you have with that weapon.

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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