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Your Character

Heritage DWARF; Culture TYRANNIZED; Background OUTLANDER; Destiny DEVOTION;


Class BERSERKER; Level 1

Size Medium; Speed 30 feet (35 when not wearing heavy armor)

Languages Common, Anão, Elfico

Skill Proficiences Deception, Athletics, Intimidation, Stealth, Survival, Perception

Tool Proficiences Smith tools, Herbalism kit.

Proficiency Bonus +2; Maneuver DC 14; Spell DC N/A

Strength Intelligence

11 (+0) 10 (+0)

Dexterity Wisdom

18 (+4) 11 (+0)

Constitution Charisma

18 (+4) 10 (+0)

Saving Throw Proficiencies Strength, Constitution

DEFENCE OFFENCE

Hit Points 17 (Hit dice 1d12+4) Proficiency Bonus +2

Armor Class 18 (hide, medium shield; Dex +4) Unarmed. Melee weapon attack: +2 to hit. Hit: 1
bludgeoning damage.
Rugged Defense 18 (if wearing no armor)
Javelin. Ranged weapon attack: +6 to hit, thrown
Armor Proficiences light armor, medium armor, 30/120. Hit: 1d6+4 piercing damage.
shields proficiency.
Greatsword. Melee weapon attack: +2 to hit,
heavy, parrying, two-handed. Hit: 2d6+0 slashing
damage.

Weapon Proficiences simple weapons and


martial weapons.

Heritage Features: Dwarf


Characters with the dwarf heritage share a variety of traits.

Age. Dwarves age as fast as humans , but most cultures only consider them adults at 50. They have extremely long lives;
some dwarves live to be over 400 years old and their average life span is 350 years.

Size. Dwarves are short and stout. They stand around 4 or 5 feet tall and average 150 pounds of weight. Your size is
Medium.

Speed. Your base Speed is 25 feet. Your Speed is not reduced by wearing heavy armor or wielding tower shields.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Creator’s Blessing. You were born with the gift of creation. You gain proficiency with one set of artisans’ tools (either
brewer’s supplies, mason’s tools) or smith’s tools. During a long rest you can use these tools for crafting instead of
sleeping and still receive the full benefits of the long rest.

Tough. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Heritage Gift: Dwarven Toughness


As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points
last for 1 minute. You can’t use this trait again until after you finish a long rest.

You gain an expertise die on saving throws against poison, and you have resistance against poison damage.

Culture Features: Tyrannized

Characters raised in the tyrannized culture share a variety of traits in common with one another.

All Hail the Tyrant. With true freedom denied them many learn to feign deference, while some resign themselves to
collaborating with the tyrant’s minions so as not to be suspected of disloyalty. You gain proficiency in either Deception
or Intimidation.

Defiant Will. Whether out of fearful devotion to the tyrant or a stalwart resistance, you refuse to be subdued. You gain
an expertise die on saving throws made to resist being charmed , frightened , paralyzed , poisoned , stunned , or put to
sleep.

Saving Face. You are careful not to show weakness in front of others for fear of losing status. If you miss with an attack
roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of
you (maximum +3), possibly changing a failure into a success. Once you use this trait, you cannot do so again until you
finish a short or long rest.

Scars of the Scourge. The tyrant’s minions invariably have some preferred method of torment and you have either
learned to survive it or chosen to use the weapon of your oppressors against them. Choose either scars or scourge, and
then choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
thunder.

Scars: You have resistance to the chosen damage type.

Scourge: As a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage
of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so
after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat.

Languages. You can speak, read, write, and sign Common and one other language.

Class Features: Berserker


Rage. In battle, you give yourself over to the fury within. On your turn you can use a bonus action to enter a rage.
While raging, you gain the following benefits if you aren’t wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws .


• Every round that you remain in rage, at the start of your turn you gain a number of rage hit points that increases as you
gain levels as a berserker, as shown in the Rage Hit Points column of the Berserker table. Whenever you take damage,
you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends,
at which point they dissipate.
• The maximum number of rage hit points you can have at one time is equal to 5 × your berserker level.
• You have resistance to bludgeoning, piercing, and slashing damage.
• If you are able to cast spells, you can’t cast them or concentrate on them while raging.
• You gain no benefit from temporary hit points.

While raging, you cannot choose to use the Fall Back reaction. Your rage lasts for 1 minute. It ends early if you are
knocked unconscious. You can also end your rage on your turn as a bonus action. Once you have raged twice, you must
finish a long rest before you can rage again.

Rugged Defense. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your
Constitution modifier. You can use a shield and still gain this benefit. In addition, your speed increases by 5 feet while
you aren’t wearing heavy armor. At 5th level, your speed increases by an additional 5 feet.

Agile Sprinter. You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap
between trees, vines, rooftops, and ropes. You gain an expertise die on Athletics and Acrobatics checks made to climb,
run, and swing.

Destiny Features: Devotion


Source of Inspiration: Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain
inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes
grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while
seriously endangering yourself, commit an act of genuine self-sacrifice.

Inspiration Feature: Selfless Aid. Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help
action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of
the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next
turn.

You fulfill your destiny of Devotion when you perform an act of selfless devotion. Die while saving the lives of others,
complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to.

Fulfillment Feature: Miraculous Revival. Universal forces are often inclined to restore those who die heroically for
noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old
age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact
with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm
you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal
wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the
first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.

Background Features: Outlander

Feature: Trader.If you’re in or near the wilderness and have a trading relationship with a tribe, settlement, or other
nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your
hunting and gathering.

Adventures and Advancement. During your travels, wilderness dwellers may come to you for help battling monsters
and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8 warriors.

Equipment Wealth

Greatsword, 4 javelins, spear, hide, medium shield, Gold 2


climbing gear, explorer’s pack
Max Supply 11

Carry 165 lbs

Push/Drag/Lift 330 lbs

Max Bulky Items 1

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