Barbarian [Totem Warrior] (4) Outlander
Belzin of the Mountain Clan CLASS & LEVEL BACKGROUND PLAYER NAME
Halfling/Stout Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
14 +1 25
STRENGTH
17 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+3 PERSONALITY TRAITS
Hit Point Maximum 49
+5 Strength
Glory. I must earn glory in
DEXTERITY
13
+1 Dexterity
+5 Constitution
26 battle, for myself and my
-1 Intelligence CURRENT HIT POINTS clan. IDEALS
+1 +1 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
16
TEMPORARY HIT POINTS BONDS
+1 Acrobatics (Dex)
4x(1d12+3)
SUCCESSES
Violence is my answer to
+3 +1 Animal Handling (Wis) FAILURES
almost any challenge
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +5 Athletics (Str)
8 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Clothes, traveler’s
Spear +6 1d10+3 piercing
-1 +1 Insight (Wis)
Explorer's Pack
+2 Intimidation (Cha) Handaxe +5 1d6+3 slashing
Hide
WISDOM -1 Investigation (Int)
12
+1 Medicine (Wis)
+1 Nature (Int) Number of Attacks: 1
+1 Perception (Wis)
Medal Of Wit
+1
0 Performance (Cha)
Bonus Action Attack: 1 (+6)
0 Persuasion (Cha)
CHARISMA (d4+3)
-1
10
Religion (Int)
+1 Sleight of Hand (Dex)
+1 Stealth (Dex)
0 +3 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
11 PASSIVE WISDOM (PERCEPTION)
CP
Tool Proficiencies: Horn SP
Weapon Proficiencies: Martial; Simple EP
Armor Proficiencies: Light; Medium;
Shields
GP
15
PP
Language Proficiencies: Common;
Halfling; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Belzin of the Mountain Clan AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Personality:
Personal Totem: A tuft of fur from a solitary wolf that you
befriended during a hunt
Tattoo: The eyes of a wolf are marked on your back to help you
see and ward off evil spirits.
Superstition: Dwarves have lost their spirits, and are almost like
the undead. That's why they live underground.
Became a barbarian because: My anger needed to be channeled
into battle, or I risked becoming an indiscriminate killer.
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Damage Resistances: poison
----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing
damage (lasts 1 minute, use 3 times/long rest).
---------------Actions--------------
Beast Sense . .
Speak with Animals . .
-----------Other Traits------------
Brave. You have advantage on saves against being frightened.
Danger Sense. Advantage on DEX saves against effects you can see.
Halfling Nimbleness. Move through the space of larger creatures.
Lucky. Reroll 1s on d20.
Polearm Master
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to
make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack.
The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you
when they enter the reach you have with that weapon.
Spear Master
You gain a +1 bonus to attack rolls you make with a spear.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
(This benefit has no effect if another feature has already improved the weapon’s die.)
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away
from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your
spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you
wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.
Totem Spirit. Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet
of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Wanderer. Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements,
and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each
day, provided that the land offers berries, small game, water, and so forth.