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Level 5 Lizardfolk Barbarian, Path of the Zealot 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Glinnish
Outlander Neutral Motoko
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Rage (Bonus Action—3/Long Rest). Advantage on


STRENGTH Unarmored Defense (Barbarian) (17) 17 Strength checks and Strength Saves. A +2 to damage
rolls with strength melee weapon attacks. You have
PROFICIENCY BONUS +3
20
SHIELD
AC resistance to bludgeoning, piercing, and slashing
damage.
N
CIE C

+8 Strength Unarmored Defense. While you aren’t wearing


Y
PROFI


+5 armor, your AC equals 17. You can use a shield and
+3 Dexterity
still gain this benefit.
✘ +7 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Reckless Attack. When you make your first attack
MAXIMUM HIT DICE TEMPORARY on your turn, you can decide to attack recklessly.
16 +3 Wisdom

+2 Charisma
67 5d12 Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
CONDITIONAL
attack rolls against you have advantage until your
next turn.
+3
Danger Sense. You have advantage on Dexterity
CURRENT HIT POINTS saving throws against effects that you can see, such
CONSTITUTION DEATH SAVING THROWS
as traps and spells. To gain this benefit, you can’t be
SAVING THROWS
blinded, deafened, or incapacitated.
18 N
CIE C

+3 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
40ft. Extra Attack. You can attack twice, instead of once,
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION whenever you take the Attack action on your turn.
✘ +6 Animal Handling (Wis)
+4 +1 Arcana (Int) Fast Movement. Your speed increases by 10 feet
while you aren’t wearing heavy armor.
✘ +8 Athletics (Str)
INTELLIGENCE +2 Deception (Cha) Divine Fury. While raging, the first creature you hit
during your turn with a weapon attack takes an
13 +1 History (Int)

+3 Insight (Wis)
extra 1d6+2 necrotic or radiant damage (choose
when taking this feature.)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Warrior of the Gods. When a spell with the sole
+1 +1 Investigation (Int) effect of restoring you to life (not undeath) is cast
Bite. Your fanged maw is a natural weapon, which on you, the caster doesn't need material
+3 Medicine (Wis)
you can use to make unarmed strikes. 1d6+5 components.
WISDOM ✘ +4 Nature (Int) piercing damage.

16 ✘ +6 Perception (Wis)

+2 Performance (Cha)
Cunning Artisan. As part of a short rest, you can
harvest bone and hide from a slain beast,
+2 Persuasion (Cha) construct, dragon, monstrosity, or plant creature.
+3 +1 Religion (Int) Hold Breath. You can hold your breath for up to 15
+3 Sleight of Hand (Dex) minutes at a time.
CHARISMA +3 Stealth (Dex) Natural Armor. You have tough, scaly skin. When

15 ✘ +6 Survival (Wis) you aren't wearing armor, your AC is 16.


SKILLS
Hungry Jaws. As a bonus action, you can make a
special attack with your bite. If the attack hits, it
+2 16 PASSIVE PERCEPTION deals its normal damage, and you gain 4
temporary hit points. 1/ short rest.

ADVANTAGE

INITIATIVE +3 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greataxe 5 ft +8 vs AC 1d12+5 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Pan flute

Languages. Common, Draconic, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 15 1,80 m 140 Kg
GENDER AGE HEIGHT WEIGHT
Glinnish Purple Obsidian Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I have a lesson for every situation, drawn from nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
observing nature.I feel far more comfortable around features of the terrain, you know the ways of the wild.
animals than people.

PERSONALITY TRAITS

Nature. The natural world is more important than all


the constructs of civilization. (Neutral)

IDEAL

I suffer awful visions of a coming disaster and will do


anything to prevent it.

BOND

Violence is my answer to almost any challenge.

FLAW BACKGROUND STORY

Es Guapa (Toasty me lo confirmó).


Wanderer Reafirma que no le gusta la gente.
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.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Greataxe] 1 7
Handaxe 2 4
Javelin 4 8
Explorer’s Pack 1 10
Staff 1 4
Hunting Trap 1 25

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

58.2 lb / 300 lb 600 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Greataxe Handaxe Handaxe
Weapons Weapons Weapons

7 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Javelin Javelin Javelin


Weapons Weapons Weapons

2 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Javelin Explorer’s Pack Staff


Weapons Equipment Packs Spellcasting Focus

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 An arcane focus is a special item—an orb, a crystal, a rod, a
torches, 10 days of rations, and a waterskin. The pack also specially constructed staff, a wand—like length of wood, or
has 50 feet of hempen rope strapped to the side of it. some similar item designed to channel the power of arcane
spells. A sorcerer, warlock, or wizard can use such an item
as a spellcasting focus.

2 lb. Player’s Handbook 10 lbs. Player’s Handbook 4 lb. Player’s Handbook


Hunting Trap
Adventuring Gear

When you use your action to set it, this trap forms a saw-
toothed steel ring that snaps shut when a creature steps on
a pressure plate in the center. The trap is affixed by a heavy
chain to an immobile object, such as a tree or a spike
driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.

25 lb. Player’s Handbook

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