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Bergamo: Character Level, Race, & Class Experience

This character sheet summarizes a level 10 human barbarian of the Path of the Berserker class. The character's name is Bergamo, they have a Gladiator background and neutral alignment. Their highest ability scores are Strength and Constitution. As a barbarian, they have various class features including Rage, Danger Sense, Extra Attack, and Brutal Critical.
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0% found this document useful (0 votes)
57 views4 pages

Bergamo: Character Level, Race, & Class Experience

This character sheet summarizes a level 10 human barbarian of the Path of the Berserker class. The character's name is Bergamo, they have a Gladiator background and neutral alignment. Their highest ability scores are Strength and Constitution. As a barbarian, they have various class features including Rage, Danger Sense, Extra Attack, and Brutal Critical.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 10 Human Barbarian, Path of the Berserker 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bergamo
Gladiator Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Great Weapon Master. On your turn, when you score a


STRENGTH Unarmored Defense (Barbarian) (17) 18 critical hit with a melee weapon or reduce a creature to 0
hit points with one, you can make one melee weapon
PROFICIENCY BONUS +4
20
SHIELD attack as a bonus action.Before you make a melee attack
AC with a heavy weapon that you are proficient with, you can
choose to take a - 5 penalty to the attack roll. If the attack
N
CIE C
Cloak of Protection (1) hits, you add +10 to the attack’s damage.
+10 Strength
Y
PROFI


+5 Rage (Bonus Action—4/Long Rest). Advantage on
+4 Dexterity
Strength checks and Strength Saves. A +3 to damage rolls
✘ +9 Constitution ARMOR CLASS with strength melee weapon attacks. You have resistance
DEXTERITY to bludgeoning, piercing, and slashing damage.
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY

16
Unarmored Defense. While you aren’t wearing armor,
+3 Wisdom
115 10d12 your AC equals 17. You can use a shield and still gain this
+4 Charisma benefit.
CONDITIONAL
Reckless Attack. When you make your first attack on your
+3 turn, you can decide to attack recklessly. Doing so gives
you advantage on melee weapon attack rolls using
CURRENT HIT POINTS Strength during this turn, but attack rolls against you have
CONSTITUTION DEATH SAVING THROWS advantage until your next turn.
SAVING THROWS

19 SPEED FLY CLIMB SWIM Danger Sense. You have advantage on Dexterity saving
N
CIE C
throws against effects that you can see, such as traps and
+7 Acrobatics (Dex) 40ft. 0ft. 0ft. 0ft.
Y
PROFI

✘ spells. To gain this benefit, you can’t be blinded, deafened,


RT

EXPE

VISION INSPIRATION EXHAUSTION or incapacitated.


+2 Animal Handling (Wis)
+4 +1 Arcana (Int) Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
✘ +9 Athletics (Str)
INTELLIGENCE Fast Movement. Your speed increases by 10 feet while
+3 Deception (Cha) you aren’t wearing heavy armor.

13 +1 History (Int)

+2 Insight (Wis)
Feral Instinct. You have advantage on initiative rolls. If you
are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn, but
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS only if you enter your rage before doing anything else on
+1 +1 Investigation (Int) that turn.

+2 Medicine (Wis) Brutal Critical. One additional weapon damage die when
WISDOM determining the extra damage for a critical hit with a
+1 Nature (Int) melee attack.

14 ✘
+2 Perception (Wis)

+7 Performance (Cha)
Frenzy. For the duration of your rage you can make a
single melee weapon attack as a bonus action on each of
your turns after this one. When your rage ends, you suffer
+3 Persuasion (Cha) one level of exhaustion.
+2 +1 Religion (Int)
Mindless Rage. You can’t be charmed or frightened while
+3 Sleight of Hand (Dex) raging. If you are charmed or frightened when you enter
CHARISMA
your rage, the effect is suspended for the duration of the
+3 Stealth (Dex) rage.

16 ✘ +6 Survival (Wis)
SKILLS
Intimidating Presence (Action). Choose one creature that
you can see within 30 feet of you. If the creature can see
or hear you, it must succeed on a DC15 Wisdom saving
throw or be frightened of you until the end of your next
+3 12 PASSIVE PERCEPTION
turn. On subsequent turns, you can use your action to
extend the duration of this effect on the frightened
creature until the end of your next turn. This effect ends if
the creature ends its turn out of line of sight or more than
ADVANTAGE

60 feet away from you.If the creature succeeds on its
INITIATIVE +3 2 Attacks / Attack Action RACIAL TRAITS
saving throw, you can't use this feature on that creature
again for 24 hours.

NAME RANGE ATTACK DAMAGE / TYPE


Dragon Slayer 5 ft +10 vs AC 1d10+6 slashing (Versatile)
Versatile
FEATURES & TRAITS
Greatsword +2 5 ft +11 vs AC 2d6+7 slashing
Heavy, Two-Handed

Greatsword +2 5 ft +11 vs AC 2d6+7 slashing Armor Proficiencies. Light Armor, Medium Armor,
Heavy, Two-Handed
Shields

Greatsword +2 5 ft +11 vs AC 2d6+7 slashing Weapon Proficiencies. Simple Weapons, Martial


Heavy, Two-Handed Weapons

Tool Proficiencies. Disguise kit, Drum

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Bergamo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
is your life.

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a
spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some
skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that
features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical
PERSONALITY TRAITS
instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

IDEAL

BOND

FLAW BACKGROUND STORY

By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to you.

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 Dragon Slayer. You gain a +1 bonus to attack and
[Dragon Slayer] 1 3 damage rolls made with this magic weapon.
Greatsword +2 1 6 When you hit a dragon with this weapon, the dragon
Bag of Holding 1 15 takes an extra 3d6 damage of the weapon's type. For the
[Cloak of Protection] 1 — purpose of this weapon, "dragon" refers to any creature
with the dragon type, including dragon turtles and
wyverns.

Cloak of Protection. You gain a +1 bonus to AC and


saving throws while you wear this cloak.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

24 lb / 300 lb 600 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Dragon Slayer Bag of Holding Cloak of Protection
Weapons Wondrous Items Wondrous Items

You gain a +1 bonus to attack and damage rolls made with This bag has an interior space considerably larger than its You gain a +1 bonus to AC and saving throws while you
this magic weapon. outside dimensions, roughly 2 feet in diameter at the wear this cloak.
When you hit a dragon with this weapon, the dragon mouth and 4 feet deep. The bag can hold up to 500
takes an extra 3d6 damage of the weapon's type. For the pounds, not exceeding a volume of 64 cubic feet. The bag
purpose of this weapon, "dragon" refers to any creature weighs 15 pounds, regardless of its contents. Retrieving an
with the dragon type, including dragon turtles and wyverns. item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

3 lb. Dungeon Master’s Guide 15 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Greatsword +2
Weapons

You have a +2 bonus to attack and damage rolls made with


this magic weapon.

6 lb. Dungeon Master’s Guide

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