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- #Name
- Halfling (Stout)
- Barbarian 1/Fighter 3/Barbarian 6
- Rapier x2 (Lucky: Reroll 1s on d20 Rolls)
- Hit: +4+3, Damage: 1d8+3, Piercing (Extra Attack)
- Hit: +4+3, Damage: 1d8+3, Piercing (Offhand, Bonus Action)
- HP: 92/92
- AC: 16 (17 w/ Two Weapons)
- Poison Resistance
- Damage Resistance (except Psychic) while Raging
- Move: 35 Feet
- Rage: 4/4 [Long Rest]
- Second Wind: (1d10+3) [Short Rest]
- 1/1
- Action Surge: [Short Rest]
- 1/1
- Superiority Dice: (1d8) [Short Rest]
- 4/4
- Parry (When Damaged)
- Riposte (When Missed)
- Saving Throws (Advantage vs Frightened / Poisoned)
- STR 13 d20+1+4
- DEX 14+2 d20+3 (Advantage vs Visible Effects)
- CON 15+1 d20+3+4
- WIS 12 d20+1
- INT 10 d20
- CHA 8 d20-1
- Languages:
- Common, Halfling
- Proficencies: +4 Prof Bonus
- Strength, Constitution Checks
- Light Armor, Medium Armor, Shields
- Simple Weapons, Martial Weapons
- (Choose Two) Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
- (Choose One) Artisan Tool
- Background: (Choose One)
- HD: d12 + 3d10 + 6d12 + Con*10
- Avg:(12) (18) (42) (20) = 92/92
- =====
- Barbarian
- Rage (4 per Long Rest)
- On own turn, can use a Bonus Action to Rage (if not wearing Heavy Armor).
- • Advantage on Strength Checks and Strength saving throws.
- • When making a melee weapon Attack using Strength, +2 bonus damage.
- • Resistance to bludgeoning, piercing, and slashing damage.
- - Unable to cast or concentrate on spells while raging.
- Lasts for 1 minute. Ends early if knocked Unconscious or if Turn ends and
- haven't attacked a hostile creature since own last turn or taken damage since then.
- Can also end rage on own Turn as a Bonus Action.
- Unarmored Defense
- While unarmored, AC equals 10+Dex+Con. Works with a Shield.
- Danger Sense
- Advantage on Dex saving throws against visible effects, such as traps and Spells.
- Does not work while Blinded, Deafened, or Incapacitated.
- Reckless Attack
- When you making first Attack on own Turn, can decide to Attack recklessly.
- Doing so gives advantage on melee weapon Attack rolls using Strength during this turn,
- but Attack rolls against have advantage until own next turn.
- Primal Path
- Choose a totem spirit and gain its feature. Must make or acquire a physical totem object-
- an amulet or similar that incorporates fur, feathers, claws, teeth, or bones of the totem animal.
- Spirit Seeker
- Gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
- Totem Spirit (Bear)
- While raging, gain resistance to all damage except psychic damage.
- Aspect of the Beast (Bear)
- Carrying capacity is doubled, and advantage on Strength checks to push, pull, lift, or break objects.
- Ability Score Improvement
- Feat
- Dual Wielder
- +1 bonus to AC while wielding a separate melee weapon in each hand.
- Can use two-weapon fighting even when wielded one-handed melee weapons aren’t light.
- Can draw or stow two one-handed weapons instead of drawing or stowing only one.
- Extra Attack
- Can Attack twice, instead of once, whenever taking the Attack action on own turn.
- Fast Movement
- +10 Move while not wearing Heavy Armor.
- Feral Instinct
- Advantage on initiative rolls.
- If surprised at the beginning of Combat and aren't Incapacitated, can act normally on own first turn,
- but only if entering rage before doing anything else on that turn.
- =====
- Fighter
- Two-Weapon Fighting
- When engaging in two-weapon fighting, add ability mod (Str or Dex w/ Finesse) to the damage of second Attack.
- Second Wind
- During own turn, use a Bonus Action to regain hit points equal to 1d10 + fighter level(3).
- Usable once per short/long rest.
- Action Surge (1 per Short/Long Rest)
- During own turn, can take one additional action on top of regular action and a possible Bonus Action.
- Martial Archetype (Battle Master)
- 4 Superiority Dice (1d8, per Short/Long Rest)
- Parry
- When damaged by a melee attack, spend reaction + 1 superiority die to reduce damage by d8+Dex(3).
- Riposte
- When a melee attack misses me, spend reaction + 1 superiority die to make a melee attack in response.
- On hit, deal Weapon Damage+1d8.
- [one more skill]
- Student of War
- Gain proficiency with one type of artisan’s tools.
- =====
- Stout Halfling
- Small
- Dex +2
- Con +1
- 25 Speed
- Lucky
- When rolling a 1 on the d20 for an Attack roll, ability check, or saving throw, can
- reroll the die but must use the new roll.
- Brave
- Advantage on saving throws against being Frightened.
- Poison Resistance
- Advantage on saving throws against poison, and resistance against poison damage.
- Halfling Nimbleness
- Can move through the space of any creature that is of Medium or larger.
- Ability Score Increase: Constitution +1.
- Languages
- Common, Halfling
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