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Wartortal

The document details a character named Wartortal, a Tortle Barbarian 3 / Sorcerer 2, including their abilities, skills, and features. It outlines their stats, saving throws, proficiencies, and spells, as well as their equipment and traits. The character has a focus on strength and magic, with unique abilities from both the Barbarian and Sorcerer classes.

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0% found this document useful (0 votes)
18 views5 pages

Wartortal

The document details a character named Wartortal, a Tortle Barbarian 3 / Sorcerer 2, including their abilities, skills, and features. It outlines their stats, saving throws, proficiencies, and spells, as well as their equipment and traits. The character has a focus on strength and magic, with unique abilities from both the Barbarian and Sorcerer classes.

Uploaded by

jeffrydjohnson80
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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Barbarian 3 / Sorcerer 2 jeffrydjohnson80

CLASS & LEVEL PLAYER NAME


Wartortal
Tortle Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +6 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +5 Constitution +1 17 44 --
16 -1 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
+3
+3 Charisma
Total
3d12 + 2d6 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage on DEX
12 against effects that you
can see while not
DEFENSES HIT DICE DEATH SAVES

blinded, deafened, or
+1 SAVING THROWS HEROIC INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
14 +0

-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


+2 P +6 Athletics STR Darts, Vehicles (Land)
ABILITY SAVE DC
+3 Deception CHA
=== LANGUAGES ===
-1 History INT Common, Giant
INTELLIGENCE
P +3 Insight WIS
30 ft. (Walking)
8 P +6 Intimidation CHA
-1 Investigation INT
-1 +0 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & TRAINING

WISDOM E +6 Perception WIS


+3 Performance CHA === ACTIONS === Font of Magic: Create Spell Slot Level 1
10 +3 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
You can transform 2 unexpended Sorcery Points
into a level 1 spell slot, which vanishes when you
Hide, Ready, Search, Utilize, Opportunity Attack, finish a Long Rest.
-1 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting,
+1 Sleight of Hand DEX Interact with an Object, Study, Influence Rage • 3 / Long Rest
As a bonus action enter a rage for up to 1 minute
P +4 Stealth DEX Magic Awareness • 3 / Long Rest (10 rounds).
CHARISMA As an action, you can open your awareness to the
P +3 Survival WIS
presence of concentrated magic. Until the end of your You gain advantage on STR checks and saving
throws (not attacks), +2 melee damage with STR
16 next turn, you know the location of any spell or magic
item within 60 ft, of you that isn’t behind total cover.
When you sense a spell, you learn which school of
weapons, resistance to bludgeoning, piercing,
slashing damage. You can't cast or concentrate on
magic it belongs to. spells while raging.
+3
=== BONUS ACTIONS === Your rage ends early if you are knocked unconscious
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE PERCEPTION
Dagger +6 1d4+3 Piercing Simple, Finesse, Light, Thrown, Nick, Range (20/60), Booming Blade: 1d8 Thunder, 2d8 Thunder, Green-Flame Blade: 1d8 Fire, 1d8+3 Fire

Glaive, +1 +7 1d10+4 Slashing Martial, Heavy, Reach, Two-Handed, Graze, Booming Blade: 1d8 Thunder, 2d8 Thunder, Green-Flame Blade: 1d8 Fire, 1d8+3 Fire

13 PASSIVE INSIGHT

Shortbow +4 1d6+1 Piercing Simple, Ammunition, Range, Two-Handed, Vex, Range (80/320)

9 PASSIVE INVESTIGATION
Fire Bolt +7 2d10 Fire V/S

Claws +6 1d6+3 Slashing

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 3 / Sorcerer 2 jeffrydjohnson80
CLASS & LEVEL PLAYER NAME
Wartortal
Tortle Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === Long Rest. The conversion is as follows:


* Magic Awareness • TCoE • Sorcerer Level 2 | 2 SP -> Spell Slot Level 1
* Hit Points • PHB 47 As an action, you can open your awareness to the • Sorcerer Level 3 | 3 SP -> Spell Slot Level 2
presence of concentrated magic. Until the end of your • Sorcerer Level 5 | 5 SP -> Spell Slot Level 3
* Proficiencies • PHB 47 next turn, you know the location of any spell or magic • Sorcerer Level 7 | 6 SP -> Spell Slot Level 4
item within 60 ft. of you that isn’t behind total cover. • Sorcerer Level 9 | 7 SP -> Spell Slot Level 5
* Rage • PHB 48 When you sense a spell, you learn which school of
As a bonus action enter a rage for up to 1 minute (10 magic it belongs to. | Font of Magic: Sorcery Points: 2 / Long Rest •
rounds). Special
| 3 / Long Rest • 1 Action
You gain advantage on STR checks and saving throws | Font of Magic: Convert Spell Slots: No Action
(not attacks), +2 melee damage with STR weapons, * Wild Surge • TCoE
resistance to bludgeoning, piercing, slashing damage. When you enter your rage, roll on the Wild Magic table | Font of Magic: Create Spell Slot Level 1: 1 Bonus
You can't cast or concentrate on spells while raging. to determine the magical effect produced. Action
If the effect requires a saving throw, the DC equals 13.
Your rage ends early if you are knocked unconscious * Metamagic • free-rules 141
or if your turn ends and you haven’t attacked a hostile | Special You can alter spells to suit your needs; you know 2
creature since your last turn or taken damage since Metamagic options which can be used to temporarily
then. You can also end your rage as a bonus action. === SORCERER FEATURES === modify spells you cast.

| 3 / Long Rest • 1 Bonus Action * Core Sorcerer Traits • free-rules 139 * Metamagic Options • free-rules 141

* Unarmored Defense • PHB 48 * Spellcasting • free-rules 139 | Quickened Spell • free-rules


While not wearing armor, your AC equals 10 + DEX When you cast a spell with a casting time of an action,
modifier + CON modifier + any shield bonus. * Innate Sorcery • free-rules 140 you can spend 2 Sorcery Points to change the casting
time to a Bonus Action for this casting. You can’t
* Reckless Attack • PHB 48 * Font of Magic • free-rules 140 modify a spell in this way if you’ve already cast a level
When you make your first attack on your turn, you can You can tap into the wellspring of magic within 1+ spell on the current turn, nor can you cast a level
decide to attack recklessly, giving you advantage on yourself, which is represented by Sorcery Points (SP). 1+ spell on the current turn after modifying a spell in
melee weapon attack rolls using STR during this turn, You have 2 SP and regain all expended points when this way.
but attack rolls against you have advantage until your you finish a Long Rest. In addition to fueling effects
next turn. such as Metamagic, you can use your SP to fuel the | Metamagic: Quickened Spell: Special
options below:
* Danger Sense • PHB 48 | Subtle Spell • free-rules
You have advantage on DEX saving throws against Converting Spell Slots to Sorcery Points. You can When you cast a spell, you can spend 1 Sorcery Point
effects that you can see while not blinded, deafened, expend a spell slot to gain a number of SP equal to the to cast it without any Verbal, Somatic, or Material
or incapacitated. slot’s level (no action required). components, except Material components that are
Creating Spell Slots. As a Bonus Action, you can consumed by the spell or that have a cost specified in
* Primal Path • PHB 48 transform unexpended SP into one spell slot, creating the spell.
a spell slot no higher than level 5. Any spell slot you
| Path of Wild Magic create with this feature vanishes when you finish a | Metamagic: Subtle Spell: Special

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Glaive, +1 1 6 lb. Waterskin 1 5 lb.

Bloodwell Vial, +1 1 --

SP 0 Dagger 1 1 lb.

Javelin 4 8 lb.
EP 0 Shortbow 1 2 lb.

Greataxe 1 7 lb.
GP 110 Backpack 1 5 lb.

Clothes, Common 1 3 lb.


PP 0 Dice Set 1 --

Bedroll 1 7 lb.
WEIGHT CARRIED

86 lb. Mess Kit 1 1 lb.

ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Rope, Hempen (50 feet) 1 10 lb. Bloodwell Vial, +1 1 --

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

480 lb. Torch 10 10 lb.

EQUIPMENT

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Barbarian 3 / Sorcerer 2 jeffrydjohnson80
CLASS & LEVEL PLAYER NAME
Wartortal
Tortle Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

light, medium, or heavy armor, but can continue using


and applying a shield’s bonus as normal.
=== TORTLE SPECIES TRAITS ===
* Nature’s Intuition • MotM 34
* Ability Score Increases • MotM 5 You become proficient in one of the following skills of
When determining your character’s ability scores, your choice: Animal Handling, Medicine, Nature,
increase one score by 2 and increase a different score Perception, Stealth, or Survival.
by 1, or increase three different scores by 1.
* Shell Defense • MotM 34
| Increase two scores (+2 / +1) • You can withdraw into your shell as an action and until
Increase one of these scores by 2 and a different you emerge, you gain a +4 bonus to AC and you have
score by 1. advantage on STR and CON saving throws.

* Languages • MotM 5 While in your shell, you are prone, your speed is 0 and
Your character can speak, read, and write Common can't increase, you have disadvantage on DEX saving
and one other language that you and your DM agree is throws, and you can’t take reactions. The only action
appropriate for the character. you can take is to use a bonus action to emerge.

* Creature Type • MotM 34 | Shell Defense: Withdraw: 1 Action


You are a Humanoid.
| Shell Defense: Emerge: 1 Bonus Action
* Size • MotM 34
You are Medium or Small. You choose the size when
you select this race. === FEATS ===

* Speed • MotM 34 * Skill Expert • TCoE 80


Your walking speed is 30 ft. You gain proficiency in a skill. You also gain expertise
in a skill which you are already proficient in.
* Claws • MotM 34
You have claws that you can use to make unarmed
strikes. When you hit with them, you deal 1d6+3
slashing damage.

| 1 Action

* Hold Breath • MotM 34


You can hold your breath for up to 1 hour.

* Natural Armor • MotM 34


Your shell provides you a base AC of 17 (your DEX
modifier doesn't affect this number). You can’t wear

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Wartortal
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 15 +7
Sorcerer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Booming Blade Sorcerer +7 1A Self/5 ft. Sphere S,M 1 round SCAG 142 D: 1Rnd, 5 ft. Sphere, S/M

O Fire Bolt Sorcerer +7 1A 120 ft. V,S Instantaneous free-rules 274 V/S

O Green-Flame Blade Sorcerer +7 1A Self/5 ft. Sphere S,M Instantaneous SCAG 142 5 ft. Sphere, S/M

O Thunderclap Sorcerer CON 15 1A 5 ft. S Instantaneous EE 168 S

=== 1st LEVEL === 3 Slots OOO

O Catapult Sorcerer DEX 15 1A 60 ft. S Instantaneous EE 150 S

O Magic Missile Sorcerer -- 1A 120 ft. V,S Instantaneous free-rules 295 V/S

O Witch Bolt Sorcerer +7 1A 60 ft. V,S,M Concentration, up to 1 minute PHB-2024 343 D: 1m, V/S/M

O Chromatic Orb Sorcerer +7 1A 90 ft. V,S,M Instantaneous free-rules 249 V/S/M

SPELLS

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