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Human Barbarian 10

This document summarizes the abilities and equipment of a level 10 barbarian character named "The wild is in my blood." Some key points: - The barbarian has high strength and constitution. They wield a greatsword and handaxes in combat and can make multiple attacks per turn while raging. - Defensively, the barbarian has an AC of 15 from unarmored defense and damage resistance while raging. Offensive abilities include brutal criticals and reckless attack. - Other abilities grant advantage on initiative, the ability to frighten enemies, and faster movement. Rage can be entered multiple times per day and provides bonuses to strength and damage resistance. - Equipment includes weapons, armor
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0% found this document useful (0 votes)
125 views2 pages

Human Barbarian 10

This document summarizes the abilities and equipment of a level 10 barbarian character named "The wild is in my blood." Some key points: - The barbarian has high strength and constitution. They wield a greatsword and handaxes in combat and can make multiple attacks per turn while raging. - Defensively, the barbarian has an AC of 15 from unarmored defense and damage resistance while raging. Offensive abilities include brutal criticals and reckless attack. - Other abilities grant advantage on initiative, the ability to frighten enemies, and faster movement. Rage can be entered multiple times per day and provides bonuses to strength and damage resistance. - Equipment includes weapons, armor
Copyright
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We take content rights seriously. If you suspect this is your content, claim it here.
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Human Character Name Greatsword.

Melee Weapon Attack:


+8 to hit, reach 5 ft., one target.
Barbarian 10 Medium humanoid (human), Path of Hit: 2d6 + 4 (or +7 if raging)
The wild is in my blood. the Berserker, chaotic good slashing damage
Hailing from the northern Handaxe. Melee or Ranged Weapon
lands, you are a stranger to Armor Class 15 (Unarmored Defense) Attack: +8 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 105 (Hit Dice 10d12) 20/60 ft., one target.
wherever need guides you, Speed 40 ft. (Fast Movement) Hit: 1d6 + 4 (or +7 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
18 (+4) 14 (+2) 16 (+3) Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +8 to hit, reach 5 ft. or range
You take what you need, and feed the INT WIS CHA 30/120 ft., one target.
ground with the blood of such enemies. 9 (1) 14 (+2) 11 (+0) Hit: 1d6 + 4 (or +7 if raging and used
Background (Outlander) in melee) piercing damage
Initiative advantage (Feral Instinct)
You grew up among tribal nomads, Proficiencies (+4 proficiency bonus) Intimidating Presence. Barbarian feature
far from civilization and its comforts. Armor light armor, medium
Youve hunted great herds, survived
Bonus Actions
armor, shields
extreme weather, raided the trade of Saving Throws Str +8, Con +7; see the Rage. Barbarian feature
softer folk, and protected places sacred
Danger Sense barbarian feature Frenzy. While raging, you can make
to your people. At times, youve enjoyed
the solitude of being the only sentient
Skills Athletics +8, Intimidation +4, a single melee weapon attack as a
creature for miles in any direction. Even Perception +6, Survival +6 bonus action. If you do so, when your
in places where the terrain is new, you Tools drum rage ends, you suffer one level of
know the ways of the wild. Weapons simple weapons, exhaustion.
Wanderer. As a former barbarian martial weapons
nomad and raider, you have an excellent Senses passive (Perception) 16 Options
memory for maps and geography, and you Languages Common, Dwarvish, Giant Reckless Attack. Barbarian feature
can always recall the general layout of
terrain, settlements, and other features Actions Stone of Good Luck. Equipment
around you. In addition, you can find food Attack. You can attack up to twice
and fresh water for yourself and up to five when you take this action, using the
other people each day, provided that the
following attacks (see Rage, Reckless
land offers enough.
Faction. You are a member of the
Attack, and Brutal Critical):
Emerald Enclave, wilderness survivalists
who preserve the natural order while Feral Instinct. You have advantage on rage as a bonus action. While raging, the
rooting out unnatural threats. initiative rolls. Additionally, if you are following parameters apply:
Personality Trait. You place no stock surprised at the beginning of combat and You have advantage on Strength checks
in refined manners or wealth. arent incapacitated, you can act normally and Strength saving throws.
Ideal. Life is constant change, and you on your first turn if you enter your rage When you make a melee weapon attack
must change with it to survive. before doing anything else on that turn. using Strength, you gain a +3 bonus to
Bond. You take the despoiling of Intimidating Presence. You can use the damage roll.
the wilderness and sacred sites as a your action to frighten someone with You have resistance to bludgeoning,
personal insult. your menacing presence. When you do piercing, and slashing damage.
Flaw. Theres no room for caution in a so, choose one creature that you can see You cant be frightened or charmed.
life lived to the fullest. within 30 feet of you. If the creature can If you are already frightened or
see or hear you, it must succeed on a DC charmed, you ignore those conditions
Barbarian Features 12 Wisdom saving throw or be frightened while you rage.
Brutal Critical. When rolling the extra of you until the end of your next turn. You can make a single melee weapon
damage for a critical hit with a melee On subsequent turns, you can use your attack as a bonus action. If you do so,
attack you can roll one additional action to extend the duration of this effect when your rage ends, you suffer one
weapon damage die. on the frightened creature until the end level of exhaustion.
of your next turn. This effect ends if the You cant cast or concentrate on spells.
Danger Sense. You have advantage on
creature ends its turn out of line of sight
Dexterity saving throws against effects Your rage lasts for 1 minute. It ends
or more than 60 feet away from you. If the
that you can see. To gain this benefit, early if you are knocked unconscious or if
creature succeeds on its saving throw,
you cant be blinded, deafened, or your turn ends and you havent attacked
you cant use this feature on that creature
incapacitated. a hostile creature since your last turn or
again for 24 hours. taken damage since then. You can also
Fast Movement. Your speed increases
Rage (Recharges after You Finish a end your rage as a bonus action.
by 10 feet while you arent wearing
Long Rest). Four times, you can enter a
heavy armor.
Barbarian Features (contd)
Reckless Attack. When you make your
first attack on your turn, you can decide
to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls
using Strength during this turn, but
attack rolls against you have advantage
until your next turn.
Unarmored Defense. While you are
wearing no armor, but even if youre
using a shield, your Armor Class equals
10 + your Dexterity modifier + your
Constitution modifier.

Equipment
Backpack, bearskin cloak, bedroll, drum,
greatsword, handaxes (2), healers kit,
javelins (3), mess kit, potion of healing
(2), pouch, stone of good luck, tinderbox,
torches (5), travelers clothing, waterskin,
money (20 gp, 8 pp)

Stone of Good Luck


Wondrous item, uncommon (attuned)
While this bloodstone disk is on your
person, you gain a +1 bonus to ability
checks and saving throws (not included
on your sheet). You consider it to be a
token of the god of war.

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