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Bloop

The document details a character sheet for a Plasmoid Barbarian named Bloop, who has an Ancestral Guardian background. Bloop possesses various abilities, including rage and unarmored defense, and has skills in multiple areas such as athletics and survival. The character has a unique appearance and traits associated with being a far traveler, along with specific equipment and spells listed.

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0% found this document useful (0 votes)
8 views3 pages

Bloop

The document details a character sheet for a Plasmoid Barbarian named Bloop, who has an Ancestral Guardian background. Bloop possesses various abilities, including rage and unarmored defense, and has skills in multiple areas such as athletics and survival. The character has a unique appearance and traits associated with being a far traveler, along with specific equipment and spells listed.

Uploaded by

carlostiago19f
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Barbarian 3 Far Traveler

CLASS & LEVEL BACKGROUND PLAYER NAME


Bloop
Plasmoid Ancestral Guardian
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +1 30 ft.
4 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

18 PERSONALITY TRAITS

Hit Point Maximum 40


● 6 Strength
DEXTERITY

2 ●
1

5
Dexterity
Constitution
40
CURRENT HIT POINTS IDEALS
-1 Intelligence

14 0 Wisdom
2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

3
2 Acrobatics (Dex) Total 3 SUCCESSES
16 Animal Handling (Wis)
0
1d12 FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● 6 Athletics (Str)

-1 1

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Rage
In battle, you fight with primal ferocity. On
8 ● 0 Insight (Wis) your turn, you can enter a rage as a bonus
1 Intimidation (Cha) action.
While raging, you gain the following benefits
WISDOM -1 Investigation (Int) if you aren't wearing heavy armor:
0 Medicine (Wis) You have advantage on Strength checks and
0 -1 Nature (Int)
Strength saving throws.
When you make a melee weapon attack
● 2 Perception (Wis) using Strength, you gain a +2 bonus to the
10 damage roll. This bonus increases as you
1 Performance (Cha) level.
1 Persuasion (Cha) You have resistance to bludgeoning,
CHARISMA piercing, and slashing damage.
-1 Religion (Int) If you are able to cast spells, you can't cast
1 2 Sleight of Hand (Dex) them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if
2 Stealth (Dex) you are knocked unconscious or if your turn
12 ● 2 Survival (Wis) ends and you haven't attacked a hostile
creature since your last turn or taken
SKILLS ATTACKS & SPELLCASTING damage since then. You can also end your
rage on your turn as a bonus action.
Once you have raged the maximum number
PASSIVE WISDOM (PERCEPTION) of times for your barbarian level, you must
CP
- traveler's clothes finish a long rest before you can rage again.
- Playing Card Set You may rage 2 times at 1st level, 3 at 3rd, 4
at 6th, 5 at 12th, and 6 at 17th.
Languages: Common, Sylvan, SP
- poorly wrought
Primordial. maps from your Reckless Attack: Starting at 2nd level, you
can throw aside all concern for defense to
EP homeland that depict attack with fierce desperation. When you
Playing Card Set where you are in make your first attack on your turn, you can
decide to attack recklessly. Doing so gives
GP 5 Faerûn you advantage on melee weapon attack rolls
Armor: light armor, medium armor,
shields
-a small piece of using Strength during this turn, but attack
rolls against you have advantage until your
PP jewelry worth 10 gp next turn.
Weapons: simple weapons, martial -Greataxe
weapons - 4 Javelins
- 2 Handaxes
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
? Medium Difícil dizer
AGE HEIGHT WEIGHT
Bloop
Noup Blue Noup
CHARACTER NAME EYES SKIN HAIR

Amorphous: You can squeeze through a


space as narrow as 1 inch wide, provided NAME
you are wearing and carrying nothing. You
have advantage on ability checks you
make to initiate or escape a grapple.

Darkvision: You can see in dim light within


60 feet of yourself as if it were bright light,
and in darkness as if it were dim light. You
discern colors in that darkness only as
shades of gray.

Hold Breath: You can hold your breath for


1 hour.

Natural Resilience: You have resistance to


acid and poison damage, and you have SYMBOL
advantage on saving throws against being
poisoned.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Far Traveler: Your accent, mannerisms, figures of speech, and perhaps even your
Creature Type: You are an Ooze. appearance all mark you as foreign. Curious glances are directed your way wherever
you go, which can be a nuisance, but you also gain the friendly interest of scholars and
Shape Self: As an action, you can others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear
reshape your body to give yourself stories of your homeland. You can parley this attention into access to people and
places you might not otherwise have, for you and your traveling companions. Noble
a head, one or two arms, one or lords, scholars, and merchant princes, to name a few, might be interested in hearing
two legs, and makeshift hands and about your distant homeland and people.
feet, or you can revert to a limbless
blob. While you have a humanlike Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10
shape, you can wear clothing and + your Dexterity modifier + your Constitution modifier. You can use a shield and still
armor made for a Humanoid of your gain this benefit.
size.
As a bonus action, you can extrude Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren't
a pseudopod that is up to 6 inches as they should be, giving you an edge when you dodge away from danger. You have
advantage on Dexterity saving throws against effects that you can see, such as traps
wide and 10 feet long or reabsorb it and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
into your body. As part of the same
bonus action, you can use this
pseudopod to manipulate an object,
open or close a door or container, ADDITIONAL FEATURES & TRAITS
or pick up or set down a Tiny
object. The pseudopod contains no
sensory organs and can't attack, Ancestral Protectors:
activate magic items, or lift more Starting when you choose this path at 3rd level, spectral warriors
than 10 pounds. appear when you enter your rage. While you're raging, the first
creature you hit with an attack on your turn becomes the target of
the warriors, which hinder its attacks. Until the start of your next
turn, that target has disadvantage on any attack roll that isn't
against you, and when the target hits a creature other than you
with an attack, that creature has resistance to the damage dealt
by the attack. The effect on the target ends early if your rage
ends.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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