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Barbarian 3 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Gorruth
Goliath 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +2 30 ft.
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 32


● +5 Strength
DEXTERITY
+2 Dexterity

+2 ● +4

+0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

14 +1 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
+2 Acrobatics (Dex) Total 3d12 SUCCESSES
14 +1 Animal Handling (Wis) FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)

+0 +0

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Greatsword +5 2d6+3 Slashing Barbarian:


10 +1 Insight (Wis) - Hit Points
● +2 Intimidation (Cha) Handaxe +5 1d6+3 Slashing - Rages
WISDOM +0 Investigation (Int) - Unarmored Defense
Handaxe +5 1d6+3 Slashing - Danger Sense
+1 Medicine (Wis)
+1 ● +2 Nature (Int) Javelin | +5 | 1d6+3 Piercing
- Reckless Attack
- Primal Path
● +3 Perception (Wis)
12 - Storm Aura
+0 Performance (Cha) Racial Traits:
CHARISMA
+0 Persuasion (Cha) - Natural Athlete: Proficiency in
+0 Religion (Int) Athletics
+0 +2 Sleight of Hand (Dex) - Stone’s Endurance: When you
take damage, you can use your
+2 Stealth (Dex)
10 reaction to roll a d12. Add your
● +3 Survival (Wis)
Constitution modifier to the number
SKILLS ATTACKS & SPELLCASTING rolled, and reduce the damage by
that total. After you use this trait,
13 PASSIVE WISDOM (PERCEPTION) - Handaxe
you can’t use it again until you
CP 0 - Handaxe finish a short or long rest.
- Javelin (4) - Powerful Build: You count as one
SP 0 - Greatsword size larger when determining your
Languages:Common, Giant, - Backpack carrying capacity and the weight
Deep Speech, - Bedroll you can push, drag, or lift
EP 0 - Clothes, Traveler's - Mountain Born: You’re acclimated
Proficiencies: - Hunting Trap to high altitude, including elevations
Light Armor, Martial Weapons,
GP 10 - Mess Kit above 20,000 feet. You’re also
- Rations (1 day) (10)
Medium Armor, Shields, Simple naturally adapted to cold climates,
- Rope, Hempen (50 feet)
Weapons,
PP 0 - Tinderbox as described in chapter 5 of the
- Torch (10) Dungeon Master’s Guide.
- Waterskin
Bagpipes - Staff
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
Gorruth
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

-Rage(Damage +2): 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 aren’t 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 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.

-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: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain
this benefit, you can’t be blinded, deafened, or incapacitated.

-Primal Path: Path of the Strom Herald


- Sea (DC 12): When this effect is activated, you can choose one other creature you can see in your aura. The target must make a
Dexterity saving throw. T he target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The
damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

ADDITIONAL FEATURES & TRAITS

a trophy from an animal you killed

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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