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Barbarian 10 Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Barbarian Half Orc
Half-Orc Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 10 2 40

5 4 PROFICIENCY BONUS

20 PERSONALITY TRAITS
Hit Point Maximum 105
9 Strength
DEXTERITY 2 Dexterity

2 7
-1
Constitution
Intelligence
CURRENT HIT POINTS

14 0 Wisdom
IDEALS
0 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

3 2 Acrobatics (Dex)
10

16 4 Animal Handling (…
BONDS
-1 Arcana (Int)

INTELLIGENCE 9 Athletics (Str)

-1
0 Deception (Cha) NAME ATK DAMAGE/TYPE

-1 History (Int) Greataxe +9 1d12+5 Slas…


8 0 Insight (Wis)
4 Handaxe +9 1d6+5 Slashing
Intimidation (Cha) FLAWS
-1 Investigation (Int)
WISDOM Javelin +9 1d6+5 Piercing

0
0 Medicine (Wis)
-1 ATTACKS & SPELLCASTING
Nature (Int) Rage
4 Perception (Wis) Unarmored Defense
10 10
0 Performance (Cha) Darkvision
CP SP EP GP PP
0 Persuasion (Cha)
CHARISMA
Relentless Endurance
-1 Religion (Int)

0 2 Sleight of Hand (…
1 Greataxe
2 Handaxe
Savage Attacks

Rustic Hospitality
2 Stealth (Dex)
10 1 Explorer's Pack
Equipment
4 Survival (Wis)
4 Javelin
Speciality
SKILLS
1 Backpack
Reckless Attack
1 Bedroll
Danger Sense
14 PASSIVE WISDOM (PERCEPTION) 1 Mess kit
Extra Attack
EQUIPMENT

Feral Instinct
TOOL: Cook's Utensils, Land Vehicles
Brutal Critical
LANGUAGE: Common, Orc
Ancestral Protectors
ARMOR: Light Armor, Medium Armor, Shields
Spirit Shield
WEAPON: Martial weapons, Simple weapons
Consult the Spirits
OTHER PROFICIENCIES & LANGUAGES
FEATURES & TRAITS
NAME ATK DAMAGE/TYPE Total: 4 Total:
CP SP EP GP PP
4
RAGE
1 Tinderbox
10 Torch
10 Rations Total: Total:
1 Hempen rope
ATTACKS & SPELLCASTING 1 Artisan Tools
1 Shovel
1 Iron pot
Total: Total:
1 Common clothes
1 Belt pouch

EQUIPMENT
NONE 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 0

5 0 8 0
2 0

9 0
FEATURES & TRAITS
Rage Rustic Hospitality Feral Instinct
In battle, you fight with primal ferocity. On your Since you come from the ranks of the common By 7th level, your instincts are so honed that
turn, you can enter a rage as a bonus action. folk, you fit in among them with ease. You can you have advantage on initiative rolls.
While raging, you gain the following benefits if find a place to hide, rest, or recuperate among Additionally, if you are surprised at the
you aren’t wearing heavy armor: -You have other commoners, unless you have shown beginning of combat and aren’t incapacitated,
advantage on Strength checks and Strength yourself to be a danger to them. They will you can act normally on your first turn, but only
saving throws. -When you make a melee shield you from the law or anyone else if you enter your rage before doing anything
weapon attack using Strength, you gain a searching for you, though they will not risk else on that turn.
bonus to the damage roll that increases as you their lives for you.
gain levels as a barbarian, as shown in the Brutal Critical
Rage Damage column of the Barbarian table. - Equipment Beginning at 9th level, you can roll one
You have resistance to bludgeoning, piercing, A set of artisan's tools (one of your choice), a additional weapon damage die when
and slashing damage. If you are able to cast shovel, an iron pot, a set of common clothes, determining the extra damage for a critical hit
spells, you can’t cast them or concentrate on and a belt pouch containing 10 gp with a melee attack.
them while raging. Your rage lasts for 1
minute. It ends early if you are knocked Speciality Ancestral Protectors
unconscious or if your turn ends and you You previously pursued a simple profession Starting when you choose this path at 3rd
haven’t attacked a hostile creature since your among the peasantry, perhaps as a farmer, level, spectral warriors appear when you enter
last turn or taken damage since then. You can miner, servant, shepherd, woodcutter, or your rage. While you're raging, the first
also end your rage on your turn as a bonus gravedigger. But something happened that set creature you hit with an attack on your turn
action. Once you have raged the number of you on a different path and marked you for becomes the target of the warriors, which
times shown for your barbarian level in the greater things. Choose or randomly determine hinder its attacks. Until the start of your next
Rages column of the Barbarian table, you a defining event that marked you as a hero of turn, that target has disadvantage on any
must finish a long rest before you can rage the people. attack roll that isn't against you, and when the
again. target hits a creature other than you with an
Reckless Attack attack, that creature has resistance to the
Unarmored Defense Starting at 2nd level, you can throw aside all damage dealt by the attack. The effect on the
While you are not wearing any armor, your concern for defense to attack with fierce target ends early if your rage ends.
Armor⁠Class equals 10 + your Dexterity desperation. When you make your first attack
modifier + your Constitution modifier. You can on your turn, you can decide to a⁠ttack Spirit Shield
use a shield and still gain this benefit. recklessly. Doing so gives you advantage on Beginning at 6th level, the guardian spirits that
melee weapon a⁠ttack rolls using Strength aid you can provide supernatural protection to
Darkvision during this turn, but atta⁠ck rolls against you those you defend. If you are raging and
Thanks to your orc blood, you have superior have advantage until your next turn. another creature you can see within 30 feet of
vision in dark and dim conditions. You can see you takes damage, you can use your reaction
in dim light within 60 feet of you as if it were Danger Sense to reduce that damage by 2d6. When you
bright light, and in darkness as if it were dim At 2nd level, you gain an uncanny sense of reach certain levels in this class, you can
light. You can't discern color in darkness, only when things nearby aren’t as they should be, reduce the damage by more: by 3d6 at 10th
shades of gray. giving you an edge when you dodge away level and by 4d6 at 14th level.
from danger. You have advantage on Dexterity
Relentless Endurance saving throws against effects that you can see, Consult the Spirits
When you are reduced to 0 hit points but not such as traps and spells. To gain this benefit, At 10th level, you gain the ability to consult
killed outright, you can drop to 1 hit point you can’t be blinded, deafened, or with your ancestral spirits. When you do so,
instead. You can't use this feature again until incapacitated. you cast the Augury or Clairvoyance spell,
you finish a long rest. without using a spell slot or material
Extra Attack components. Rather than creating a spherical
Savage Attacks Beginning at 5th level, you can attack twice, sensor, this use of clairvoyance invisibly
When you score a critical hit with a melee instead of once, whenever you take the Attack summons one of your ancestral spirits to the
weapon attack, you can roll one of the action on your turn. chosen location. Wisdom is your spellcasting
weapon's damage dice one additional time ability for these spells. After you cast either
and add it to the extra damage of the critical spell in this way, you can't use this feature
hit. again until you finish a short or long rest.
SPELLS

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