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Barbarian [Path of the Ancestral Guardian]

(10) City Watch


CLASS & LEVEL BACKGROUND PLAYER NAME
Dolores Panic Haine
Elf/Shadar-kai Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +3 40/30 silent, inquisitive
+4 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

18 PERSONALITY TRAITS

Hit Point Maximum 98



+8 Strength
DEXTERITY
+3 Dexterity stability, conservation,
survaellanice
+3 ●
+8 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

16 -1 Wisdom
+1 Charisma The people of Bika's fault
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+4 +3 Acrobatics (Dex) SUCCESSES


10x(1d12+4
18 -1 Animal Handling (Wis)
) FAILURES silently resentful
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+8 Athletics (Str)

+1 +1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

13 ●
+3 Insight (Wis)
Trident +8 1d6+4 piercing
Explorer's Pack
WISDOM

+5 Intimidation (Cha)
+1 Investigation (Int)
Greatclub +8 1d8+4 bludgeoning
Manacles
-1 Medicine (Wis) Pouch
-1 +1 Nature (Int)

9

+3 Perception (Wis) Number of
+1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 2
CHARISMA
+1 Religion (Int)

+1 +3 Sleight of Hand (Dex)


+3 Stealth (Dex)
13 ●
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP

SP
Weapon Proficiencies:
Martial; Simple EP

Armor Proficiencies: Light; GP


Medium; Shields
PP
Language Proficiencies:
Auran; Common; Elvish;
Primal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
26 5' 9" 200
AGE HEIGHT WEIGHT
Dolores Panic Haine grey tan dark brown
CHARACTER NAME EYES SKIN HAIR

-Brad the baker( i NAME

Bika's Locale guard


like his muffins)
-Cowarthun (he
doesn't do
anything )
- the butterflies
(they are never
around corpses) SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Dolores was born at a troublesome


time at bika's fault that's informed a lot
of her oppinions on the world. she was
supposedly born the day of a flood and
is perhaps the most grounded person
in her neighborhood, she doesn't
travel much, unless it's for a job, and
even then she tends to worry for her
homeland.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Barbarian 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Clairvoyance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2
Augury

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

Darkvision: 60 ft.
Damage Resistances: necrotic
Immunities: magical-sleep

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +3; resistance to bludgeoning, piercing, and
slashing damage (lasts 1 minute, use 4 times/long rest).

-----------Other Traits------------
Ancestral Protectors. Starting when you choose this path at 3rd level, spectral warriors appear when you enter your
rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors,
which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't
against you, and when the target hits a creature other than you with an attack, that creature has resistance to the
damage dealt by the attack. The effect on the target ends early if your rage ends.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space
you can see. Once you use this trait, you can't do so again until you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts
until the start of your next turn. During that time, you appear ghostly and translucent.

Brutal Critical. One additional damage die for melee criticals.

Consult the Spirits. At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast
the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical
sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is
your spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Danger Sense. Advantage on DEX saves against effects you can see.

Equipment. You possess a uniform in the style of your unit and indicative of your rank and a horn with which to
summon help. Enter these to your inventory manually as custom items.

Extra Attack. Attack twice when taking Attack action.

Fast Movement. Your speed increases to 40 when not heavily armored.

Feral Instinct. Advantage on initiative, surprise doesn't keep you from attacking if you enter rage.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Keen Mind. You have a mind that can track time, direction, and detail with uncanny precision. You gain the following
benefits:

You always know which way is north.

You always know the number of hours left before the next sunrise or sunset.

You can accurately recall anything you have seen or heard within the past month.

Necrotic Resistance. You have resistance to necrotic damage.

Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.

Spirit Shield. Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you
defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your
reaction to reduce that damage by 2d6.
When you reach certain levels in this class you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at
14th level.

Trance. Trance 4 hrs. instead of sleep 8.

Watcher's Eye. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws
and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out
the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather
than the latter.
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Augury (ritual) Clairvoyance


Barbarian Level 2 Divination DC 12 Spell Mod +4 Barbarian Level 3 Divination DC 12 Spell Mod +4
1 min Self V,S,M Inst 10 mins 1 mile V,S,M Conc, 10 mins
Specially marked sticks, bones, or similar tokens A focus worth at least 100 gp, either a jeweled horn
worth at least 25 gp for hearing or a glass eye for seeing

By casting gem-inlaid sticks, rolling dragon You create an invisible sensor within range in
bones, laying out ornate cards, or employing a location familiar to you (a place you have
some other divining tool, you receive an omen visited or seen before) or in an obvious
from an otherworldly entity about the results location that is unfamiliar to you (such as
of a specific course of action that you plan to behind a door, around a corner, or in a grove
take within the next 30 minutes. The GM of trees). The sensor remains in place for the
chooses from the following possible omens: • duration, and it can't be attacked or otherwise
Weal, for good results • Woe, for bad results • interacted with. When you cast the spell, you
Weal and woe, for both good and bad results • choose seeing or hearing. You can use the
Nothing, for results that aren't especially good chosen sense through the sensor as if you were
or bad The spell doesn't take into account any in its space. As your action, you can switch
possible circumstances that might change the between seeing and hearing. A creature that
outcome, such as the casting of additional can see the sensor (such as a creature
spells or the loss or gain of a companion. If you benefiting from see invisibility or truesight)
cast the spell two or more times before sees a luminous, intangible orb about the size
completing your next long rest, there is a of your fist.
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The GM makes this roll in secret.
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