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Barbarian (Zealot) 4 Gladiator

CLASS & LEVEL BACKGROUND PLAYER NAME

Kobold
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

- INSPIRATION
STRENGTH
14 +2 30 ft.
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 41


● +4 Strength
DEXTERITY
+2 Dexterity
41
15 ● +4
-1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+2 +1 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 Total 4
+2 Acrobatics (Dex) SUCCESSES
+2 +1
-1
Animal Handling (Wis)
Arcana (Int)
d12 FAILURES

HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +4 Athletics (Str)

8 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
RAGE (3/long rest).
Battleaxe +4 1d10+2 slashing You can enter a rage as a bonus action. Your
-1 +1 Insight (Wis)
rage last 1 minute and grants you the following
● +2 Intimidation (Cha) Javelin (30/120) +4 1d6+2 piercing benefits:
- you have advantage on Strength checks and
WISDOM -1 Investigation (Int) saving throws
+1 Medicine (Wis) - when you make a melee weapon attack using
12 -1 Nature (Int) DIVINE FURY (1/turn). Add 1d6+2 to one
Strength, you gain a +2 bonus to the damage
roll.
● +3 Perception (Wis) attack while raging. The damage is radiant or - you have resistance to bludgeoning, piercing,
+1 necrotic. and slashing damage.
+2 Performance (Cha)
0 Persuasion (Cha) RECKLESS ATTACK. You gain advantage on DANGER SENSE.
CHARISMA melee weapon attack rolls using Strength You have advantage on Dexterity saving throws
-1 Religion (Int) during this turn, but attack rolls against you against effects that you can see.
10 +2 Sleight of Hand (Dex) have advantage until your next turn.
PACK TACTICS.
+2 Stealth (Dex) You have advantage on an attack roll against a
0 +1 Survival (Wis) creature if at least one of your allies is within 5
feet of the creature and the ally isn't
SKILLS ATTACKS & SPELLCASTING incapacitated.

GROVEL, COWER AND BEG (1/short rest).


13 PASSIVE WISDOM (PERCEPTION)
CP
lucky charm (non-magical)
As an action on your turn, you can cower
pathetically to distract nearby foes. Until the
drum
end of your next turn, your allies gain
bedroll advantage on attack rolls against enemies
SP rope (50 ft.) within 10 feet of you that you can see.
Draconic torch
Simple and martial weapons tinderbox
Light and medium armor SUNLIGHT SENSITIVITY.
EP waterskin You have disadvantage on attack rolls and on
Shields
Wisdom (Perception) checks that rely on sight
Disguise Kit when you, the target of your attack, or whatever
Drum GP you are trying to perceive is in direct sunlight.

DARKVISION (60 ft.)


PP

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

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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