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Level 2 Half-Orc Barbarian 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Donbear
Soldier James
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored Defense (Barbarian) (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
17
SHIELD
AC
Rage (Bonus Action—2/Long Rest). Advantage on
N
CIE C
Strength checks and Strength Saves. A +2 to damage
+5 Strength rolls with strength melee weapon attacks. You have
Y
PROFI


+3 resistance to bludgeoning, piercing, and slashing
+1 Dexterity
damage.
✘ +4 Constitution ARMOR CLASS
DEXTERITY
-1 Intelligence
Unarmored Defense. While you aren’t wearing
MAXIMUM HIT DICE TEMPORARY armor, your AC equals 13. You can use a shield and
13 +1 Wisdom

+0 Charisma
21 2d12 still gain this benefit.

CONDITIONAL
Reckless Attack. When you make your first attack
on your turn, you can decide to attack recklessly.
+1 Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
CURRENT HIT POINTS attack rolls against you have advantage until your
CONSTITUTION DEATH SAVING THROWS
next turn.
SAVING THROWS

15 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Danger Sense. You have advantage on Dexterity
saving throws against effects that you can see, such
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION as traps and spells. To gain this benefit, you can’t be
✘ +3 Animal Handling (Wis)
blinded, deafened, or incapacitated.
+2 -1 Arcana (Int) Darkvision

✘ +5 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

8 -1 History (Int)
+1 Insight (Wis)
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+1 Medicine (Wis) Relentless Endurance (1/Long Rest). When you
WISDOM
are reduced to 0 hps but not killed outright, you
-1 Nature (Int) can drop to 1 hp instead.

12 +1 Perception (Wis)
+0 Performance (Cha)
Savage Attacks. When you score a critical hit with
a melee weapon attack, you can roll one of the
+0 Persuasion (Cha) weapon’s damage dice one additional time and
+1 -1 Religion (Int)
add it to the extra damage of the critical hit.

+1 Sleight of Hand (Dex)


CHARISMA +1 Stealth (Dex)

10 ✘ +3 Survival (Wis)
SKILLS

+0 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Greataxe 5 ft +5 vs AC 1d12+3 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Javelin 30/120 +5 vs AC 1d6+3 piercing
Thrown

Club 5 ft +5 vs AC 1d4+3 bludgeoning Armor Proficiencies. Light Armor, Medium Armor,


Light
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Dice set

Languages. Common, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'10" 140 lb.
GENDER AGE HEIGHT WEIGHT
Donbear
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

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
Javelin 4 8
Club 1 2
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

76 lb / 255 lb 510 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 Javelin Javelin
Weapons Weapons Weapons

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

Javelin Javelin Club


Weapons Weapons Weapons

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

Backpack Bedroll Mess Kit


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook


Tinderbox Torch Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin Rope, Hempen (50 feet) Darkvision


Adventuring Gear Adventuring Gear Vision

Rope, whether made of hemp or silk, has 2 hit points and Many creatures in the worlds of D&D, especially those that
can be burst with a DC 17 Strength check. dwell underground, have darkvision. Within a specified
range, a creature with darkvision can see in darkness as if
the darkness were dim light, so areas of darkness are only
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook Half-Orc Player’s Handbook

Relentless Endurance Savage Attacks Rage


Racial Trait Racial Trait Class Feature

When you are reduced to 0 hit points but not killed When you score a critical hit with a melee weapon attack, In battle, you fight with primal ferocity. On your turn, you
outright, you can drop to 1 hit point instead. You can’t use you can roll one of the weapon’s damage dice one can enter a rage as a bonus action. While raging, you gain
this feature again until you finish a long rest. additional time and add it to the extra damage of the the following benefits if you aren’t wearing heavy armor:
critical hit. • You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as shown in the
Rage Damage column of the Barbarian table.
• 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.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven’t
attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your
turn as a bonus action.
Once you have raged the number of times shown for
your barbarian level in the Rages column of the Barbarian
table, you must finish a long rest before you can rage again.

Half-Orc Player’s Handbook Half-Orc Player’s Handbook Barbarian Player’s Handbook


Unarmored Defense Reckless Attack Danger Sense
Class Feature Class Feature Class Feature

While you are not wearing any armor, your Armor Class Starting at 2nd level, you can throw aside all concern for At 2nd level, you gain an uncanny sense of when things
equals 10 + your Dexterity modifier + your Constitution defense to attack with fierce desperation. When you make nearby aren’t as they should be, giving you an edge when
modifier. You can use a shield and still gain this benefit. your first attack on your turn, you can decide to attack you dodge away from danger.
recklessly. Doing so gives you advantage on melee weapon You have advantage on Dexterity saving throws against
attack rolls using Strength during this turn, but attack rolls effects that you can see, such as traps and spells. To gain
against you have advantage until your next turn. this benefit, you can’t be blinded, deafened, or
incapacitated.

Barbarian Player’s Handbook Barbarian Player’s Handbook Barbarian Player’s Handbook

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