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