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donbear
donbear
STEALTH DISADVANTAGE
✘
+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.
10 ✘ +3 Survival (Wis)
SKILLS
+0 11 PASSIVE PERCEPTION
ADVANTAGE
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
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
0 0 0 0 0
76 lb / 255 lb 510 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Greataxe Javelin Javelin
Weapons Weapons Weapons
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.
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.
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
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.
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.