Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Male Human Folk-Hero Barbarian 2 / Fighter 3
- Lawful Good
- Strength 16 (+3)
- Dexterity 14 (+2)
- Constitution 16 (+3)
- Intelligence 10 (+0)
- Wisdom 11 (+0)
- Charisma 10 (+0)
- Size: Medium
- Height: 6' 3"
- Weight: 230 lb
- Skin: Tan
- Eyes: Blue
- Hair: Light Brown Curly; Thick Beard / Hirsute
- Maximum Hit Points: 66
- Speed: 30 feet
- Inspiration:
- Armor Class: 15 = 10 + 2(dex) + 3(con)
- Proficiency bonus: +3
- Initiative modifier: + 2 = + 2 [dexterity]
- Attack (handheld / thrown): + 6 = + 3 [strength] + 3 [proficiency]
- Attack (missile / finesse): + 5 = + 2 [dexterity] + 3 [proficiency]
- Strength save: + 6 = + 3 [strength] + 3 [proficiency]
- Dexterity save: + 2 = + 2 [dexterity]
- Constitution save: + 6 = + 3 [constitution] + 3 [proficiency]
- Intelligence save: + 0
- Wisdom save: + 0
- Charisma save: + 0
- Insight (passive): 10 (15 with advantage)
- Investigation (passive): 10 (15 with advantage)
- Perception (passive): 13 (18 with advantage)
- Carry: 240 lb maximum
- For groups using the optional encumberance rules:
- If carrying more than 80 lb, encumbered -- -10 on speed
- If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
- Languages: Common Halfling
- Unarmed strike [+6 to hit; 1+3 bludgeoning]
- 2 Hand axes [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
- Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]
- Longbow, heavy [+5 to hit; 1d8+2 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed]
- chain mail!!!!!!!!!!!!!!!!!!
- Steel Shield [+2 AC; 6 lb.]
- Feats:
- Great Weapon Master Melee hit scoring a critical or reducing opponent to 0 hp allows one bonus melee weapon attack; taking -5 penalty gives +10 damage if hit
- Skill Name
- Key
- Ability
- Skill
- Modifier
- Ability
- Modifier
- Trained?
- Misc.
- Modifier
- Acrobatics Dex 5 =
- +2
- + 3
- Animal Handling Wis 3 =
- +0
- + 3
- Arcana Int 0 =
- +0
- Athletics Str 6 =
- +3
- + 3
- Deception Cha 0 =
- +0
- History Int 0 =
- +0
- Insight Wis 0 =
- +0
- Intimidation Cha 0 =
- +0
- Investigation Int 0 =
- +0
- Medicine Wis 0 =
- +0
- Nature Int 0 =
- +0
- Perception Wis 3 =
- +0
- + 3
- Performance Cha 0 =
- +0
- Persuasion Cha 0 =
- +0
- Religion Int 0 =
- +0
- Sleight of Hand Dex 2 =
- +2
- Stealth Dex 2 =
- +2
- Survival Wis 3 =
- +0
- + 3
- Barbarian rages: 2 per day:
- Regain after any long rest
- Check any artisan tools with which this character is proficient:
- Alchemist's supplies
- Boyer / fletcher tools
- Brewer's supplies
- Calligrapher's supplies
- Carpenter's tools
- Cartographer's tools
- Cobbler's tools
- Cook's utensils
- Glassblower's tools
- Goldsmith / silversmith's tools
- Jeweler's tools
- Leatherworker's tools
- Mason's tools
- Painter's supplies
- Potter's tools
- Smith's tools
- Tinker's tools
- Weaver's tools
- Woodcarver's tools
- Check any instruments with which this character is proficient:
- Bagpipes
- Drum
- Dulcimer
- Flute
- Lute
- Lyre
- Horn
- Pan flute
- Shawm
- Viol
- Check any games with which this character is proficient:
- Dragon Chess
- Three Dragon Ante
- Board Game:
- Card Game:
- Dice game:
- Check any other tools with which this character is proficient:
- Climber's kit
- Disguise kit
- Drive a truck
- Fly a plane
- Forgery kit
- Healer's kit
- Herbalism kit
- Navigator tools
- Ride a mount
- Sail a ship
- Poisoner kit
- Thieves' tools
- Human
- The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.
- This Human chose +1 on strength (already included).
- This Human chose +1 on constitution (already included).
- Humans learn one extra language.
- Folk Hero
- You can find a welcome and protection from ordinary people as long as you are decent.
- You can probably operate ordinary land vehicles.
- You are proficient with one set of artisan tools.
- Barbarian
- Proficient in riding a mount.
- Rages last for one minute. The number of rages per day depends on level.
- Rage gives advantage on strength checks and strength saving throws.
- Rage gives a bonus on melee damage (+2 to +4) according to level.
- Rage gives resistance to bludgeoning, piercing and slashing damage.
- Raging barbarians cannot take reactions except opportunity attacks.
- If you are a spellcaster, no spellcasting during rages.
- Thick hide: If not using armor, add dexterity and constitution modifiers to your armor class.
- Level 1: Two rages per day
- Level 1: Rage damage is +2
- Level 2: Reckless attacks. Grant yourself advantage on melee attack rolls, attack rolls have advantage against you.
- Level 3: Three rages per day
- Level 5: One extra attack per round.
- Level 5: Speed increases by 10 feet if not wearing heavy armor.
- Level 6: Four rages per day
- Level 7: Advantage when you roll initiative
- Level 7: Take a turn during a surprise round by entering rage
- Level 9: Rage damage is +3
- Level 9: On critical hits, roll an extra damage die
- Level 11: If raging and drop to 0 hp and do not die, a DC 10 constitution check lets you drop to 1 hp instead. Each time this happens afterwards before a short rest, difficulty increases by 5.
- Level 12: Five rages per day
- Level 15: Rage ends early only if you lose consciousness or choose to end it
- Level 16: Rage damage is +4
- Level 17: Six rages per day
- Level 19: Total for strength checks / strength saves cannot be less than your strength score.
- Level 20: Unlimited rages per day
- Level 20: Strength and constitution increase by 4 each to a maximum of 24
- Berserker Barbarian (path)
- Level 3: While raging, can go into frenzy, making a bonus melee weapon attack each turn after this one. Afterwards, one level of exhaustion.
- Level 6: While raging, cannot be frightened or charmed
- Level 10: Intimidating presence can frighten an opponent.
- Level 14: If you take damage from a creature, you can use your reaction to make a melee attack against that creature.
- Fighter
- Most fighters are proficient in riding a mount.
- This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.
- Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
- Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
- Level 5: Extra attack on any round that includes an attack.
- Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
- Level 11: Two extra attacks per round.
- Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
- Level 17: Two action surges between rests, but not on the same turn.
- Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
- Level 20: Three extra attacks per round.
- Champion Fighter (martial archetype)
- Level 3: Improved critical -- score in 19 or 20.
- Level 7: Remarkable athlete -- add half your proficiency bonus, rounded UP, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance. If applicable, these show as ability modifiers.
- Level 10: You will choose an additional fighting style.
- Level 15: Superior critical -- 18-20.
- Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.
- Class HP rolled
- Level 1: Fighter 10
- Level 2: Fighter 9
- Level 3: Fighter 10
- Level 4: Barbarian 11
- Level 5: Barbarian 11
- Hit Dice For Healing
- Regain half with each long rest. Use as needed during long or short rests.
- Death Saving Throws:
- Successes
- Failures
- Equipment:
- 29 lb
- 1 lb
- 5 lb
- 7 lb
- 1 lb
- 10 lb
- 20 lb
- 10 lb
- 8 lb
- 1 lb
- 10 lb
- 5 lb
- Weapons / Armor / Shield (from above)
- Arrows (quiver of 20) x 1
- Backpack
- Bedroll
- Mess kit
- Pot, iron
- Rations (1 day) x 10
- Rope (50', hempen) x 1
- Shovel / Spade
- Tinderbox
- Torches x 10
- Waterskins x 1
- _____
- 107 lb
- Total
- Personality Traits:
- Ideal(s):
- Bond(s):
- Flaw(s):
- More about this character:
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement