Level 7 Lizardfolk Barbarian, Path of the Zealot 23000
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Vrax
Outlander Manel
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Great Weapon Master. On your turn, when you
STRENGTH Unarmored Defense (Barbarian) (15) 17 score a critical hit with a melee weapon or reduce a
creature to 0 hit points with one, you can make one
PROFICIENCY BONUS +3
15
SHIELD
AC melee weapon attack as a bonus action.Before you
Shield make a melee attack with a heavy weapon that you
N
CIE C
are proficient with, you can choose to take a - 5
+5 Strength penalty to the attack roll. If the attack hits, you add
Y
PROFI
✘
+2 +10 to the attack’s damage.
+1 Dexterity
✘ +7 Constitution ARMOR CLASS Rage (Bonus Action—4/Long Rest). Advantage on
DEXTERITY
-1 Intelligence
Strength checks and Strength Saves. A +2 to damage
MAXIMUM HIT DICE TEMPORARY rolls with strength melee weapon attacks. You have
12 +2 Wisdom
-1 Charisma
78 7d12 resistance to bludgeoning, piercing, and slashing
damage.
CONDITIONAL
Unarmored Defense. While you aren’t wearing
+1 armor, your AC equals 15. You can use a shield and
still gain this benefit.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Reckless Attack. When you make your first attack
SAVING THROWS
on your turn, you can decide to attack recklessly.
18 N
CIE C
+1 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
40ft.
Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION attack rolls against you have advantage until your
✘ +5 Animal Handling (Wis)
next turn.
+4 -1 Arcana (Int)
Danger Sense. You have advantage on Dexterity
✘ +5 Athletics (Str)
saving throws against effects that you can see, such
INTELLIGENCE -1 Deception (Cha) as traps and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated.
8 -1 History (Int)
+2 Insight (Wis) Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Fast Movement. Your speed increases by 10 feet
Bite. Your fanged maw is a natural weapon, which while you aren’t wearing heavy armor.
+2 Medicine (Wis)
WISDOM
you can use to make unarmed strikes. 1d6+2
✘ +2 Nature (Int) piercing damage. Feral Instinct. You have advantage on initiative rolls.
If you are surprised at the beginning of combat and
14 ✘ +5 Perception (Wis)
-1 Performance (Cha)
Cunning Artisan. As part of a short rest, you can
harvest bone and hide from a slain beast,
aren’t incapacitated, you can act normally on your
first turn, but only if you enter your rage before
construct, dragon, monstrosity, or plant creature. doing anything else on that turn.
-1 Persuasion (Cha)
+2 -1 Religion (Int) Divine Fury. While raging, the first creature you hit
Hold Breath. You can hold your breath for up to 15
minutes at a time. on a turn with a weapon attack takes an extra
+1 Sleight of Hand (Dex)
1d6+3 necrotic or radiant damage(choose when
CHARISMA ✘ +4 Stealth (Dex) taking this feature.)
Natural Armor. You have tough, scaly skin. When
8 ✘ +5 Survival (Wis) you aren't wearing armor, your AC is 14.
Warrior of the Gods. When a spell with the sole
SKILLS effect of restoring you to life(not undeath) is cast on
Hungry Jaws. As a bonus action, you can make a
special attack with your bite. If the attack hits, it you, the caster doesn't need material components.
-1 15 PASSIVE PERCEPTION deals its normal damage, and you gain 4
Fanatical Focus (1/Rage). While raging, if you fail a
temporary hit points. 1/ short rest.
saving throw, you can reroll it, and you must use the
new roll.
ADVANTAGE
✘
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Longsword 5 ft +5 vs AC 1d8+2 slashing
Versatile
FEATURES & TRAITS
Handaxe 20/60 +5 vs AC 1d6+2 slashing
Light, Thrown
Javelin 30/120 +5 vs AC 1d6+2 piercing Armor Proficiencies. Light Armor, Medium Armor,
Thrown
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Flute
Languages. Common, Draconic, Primordial
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Vrax
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I place no stock in wealthy or well-mannered folk. nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
Money and manners won’t save you from a hungry features of the terrain, you know the ways of the wild.
owlbear.
PERSONALITY TRAITS
Glory. I must earn glory in battle, for myself and my
clan. (Any)
IDEAL
I suffer awful visions of a coming disaster and will do
anything to prevent it.
BOND
Don’t expect me to save those who can’t save
themselves. It is nature’s way that the strong thrive
and the weak perish.
FLAW BACKGROUND STORY
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.
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 Hunting Trap. When you use your action to set it, this
Explorer’s Pack 1 10 Potion of Healing 3 1.5 trap forms a saw-toothed steel ring that snaps shut
Javelin 4 8 when a creature steps on a pressure plate in the center.
[Longsword] 1 3 The trap is affixed by a heavy chain to an immobile
Handaxe 2 4 object, such as a tree or a spike driven into the ground. A
Staff 1 4 creature that steps on the plate must succeed on a DC
Hunting Trap 1 25 13 Dexterity saving throw or take 1d4 piercing damage
Clothes, Traveler’s 1 4 and stop moving. Thereafter, until the creature breaks
Alligator's teeth collar 1 — free of the trap, its movement is limited by the length of
[Shield] 1 6 the chain (typically 3 feet long). A creature can use its
Greataxe 1 7 action to make a DC 13 Strength check, freeing itself or
Lute 1 2 another creature within its reach on a success. Each
Dart 3 .75 failed check deals 1 piercing damage to the trapped
creature.
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 3 0 1 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
75.3 lb / 225 lb 450 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.