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Premade Barbarian

Strength
16 (+3)- save +5
Dexterity
14 (+2)
Constitution 16 (+3)- save +5
Intelligence 8 (-1)
Wisdom12 (+1)
Charisma 10 (0)
AC: 15 (no armor)
HP: 35
Proficiency Bonus: +2
Attack Bonus: +5 or +0 if you choose to use the Great
Weapon Master (GWM) feat. At any time you can
choose to roll with advantage but enemies have advantage to
hit you on their next turn.
Damage in a Rage: greataxe 1d12 + 5
Damage in a Rage using GWM: greataxe 1d12+15
Normal Damage: greataxe 1d12+3
PROFICIENCIES:
Athletics
Intimidation

+5
+2 or +5 if using physical
intimidation
Knowledge: Nature +1
Perception
+3
Survival
+3
Stealth
+4
Vehicles (land)
?
FEATS:
Great Weapon Master
Youve learned to put the weight of a weapon to your
advantage, letting its momentum empower your strikes.
You gain the following benefits:
On your turn, when you score a critical hit with a
melee weapon or reduce a creature to 0 hit points
with one, you can make one melee weapon attack as a
bonus action.
Before you make a melee attack with a heavy weapon
that you are proficient with, you can choose to take a
- 5 penalty to the attack roll. If the attack hits, you add
+10 to the attacks damage.
ABILITIES:
Rage
In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
While raging, you gain the following benefits if
you arent wearing heavy armor:
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 of +2.
You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast spells, you cant 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
havent 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 o f times shown
for your barbarian level in the Rages column o f the
Barbarian table, you must finish a long rest before you can
rage again
Unarmored Defense
While you are not w earing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for
defense to attack with fierce desperation.
When you make your first attack on your turn, you
can decide to attack recklessly. Doing so gives you advantage
on melee weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until
your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense o f when things
nearby arent as they should be, giving you an edge when
you dodge away from danger.
You have advantage on Dexterity saving throws
against effects that you can see, such as traps and spells. To
gain this benefit, you cant be blinded, deafened, or
incapacitated.
Spirit Seekers
Yours is a path that seeks atunement with the natural world.
giving you a kinship with beasts. At 3rd level when you
adopt this path. you gain the ability to east the beast sense
and speak with animaIs spells. but only as rituals, as
described in chapter 10.
Bear. While raging. you have resistance to all damage
except psychic damage. The spirit of the bear makes you
tough enough to stand up to any punishment.
SPECIES TRAITS:
Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your orc blood, you have

superior vision in dark and dim conditions. You can


see in dim light within 60 feet o f you as if it w ere bright
light, and in darkness as if it w ere dim light. You can't
discern color in darkness, only shades o f gray.
Menacing. You gain proficiency in the

Intimidation skill.
Relentless Endurance. When you are reduced to

0 hit points but not killed outright, you can drop to 1 hit
point instead. You cant use this feature again until you
finish a long rest.
Savage Attacks. When you score a critical hit with

a melee weapon attack, you can roll one of the weapons


damage dice one additional time and add it to the extra

Premade Barbarian
damage o f the critical hit.

EQUIPMENT:
Weapons:
greataxe
2 handaxes
4 javelins
set of travelers clothes
belt pouch
letter of membership from your guild
5 gp
backpack
bedroll strapped to the top
mess kit
tinderbox
10 torches
10 days of rations
waterskin
50 feet of hempen rope strapped to the side

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