Character
Character
Character
INSPIRATION
STRENGTH
17 +1 70/60
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
+1 ●
+5 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS
12 -1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 ●
●
+4 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE
12 -1 Insight (Wis)
Javelin +7 1d6+4 piercing
Backpack
WISDOM
●
+4 Intimidation (Cha)
+1 Investigation (Int)
Handaxe +7 1d6+4 slashing
Bedroll
-1 Medicine (Wis)
Greatsword +7 2d6+4 slashing
Chain mail
-1 +1 Nature (Int)
Clothes, fine
-1 Perception (Wis) Number of
9
+1 Performance (Cha)
Attacks: 2 Mess kit
CHARISMA
●
+4 Persuasion (Cha)
+1 Religion (Int)
Purse
+1 +1 Sleight of Hand (Dex) Rations (1 day)
12
+1 Stealth (Dex)
Survival (Wis)
x10
-1
Language Proficiencies:
Common; Dwarvish; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Barbarian Wisdom 10 +2
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
2
Beast Sense
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------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--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the
bear makes you tough enough to stand up to any punishment.
Danger Sense. Advantage on DEX saves against effects you can see.
Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
Equipment. You possess a scroll of pedigree. Enter this manually as a custom item.
Great Weapon Master . You've learned to put the weight of a weapon to your advantage, letting its
momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points
with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose
to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You
are welcome in high society, and people assume you have the right to be wherever you are. The
common folk make every effort to accommodate you and avoid your displeasure, and other people
of high birth treat you as a member of the same social sphere. You can secure an audience with a
local noble if you need to.
Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as
well.
Spirit Seeker. At 3rd level when you adopt this path, you gain the ability to cast the beast sense
and speak with animals spells, but only as rituals.
Totem Spirit. At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature.
You must make or acquire a physical totem object, an amulet or similar adornment, that
incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also
gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a
bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your
eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your
homeland. For example, you could choose a hawk or vulture in place of an eagle.
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You gain the ability to comprehend and You touch a willing beast. For the duration of
verbally communicate with beasts for the the spell, you can use your action to see
duration. The knowledge and awareness of through the beast's eyes and hear what it
many beasts is limited by their intelligence, hears, and continue to do so until you use your
but at minimum, beasts can give you action to return to your normal senses. While
information about nearby locations and perceiving through the beast's senses, you
monsters, including whatever they can gain the benefits of any special senses
perceive or have perceived within the past possessed by that creature, though you are
day. You might be able to persuade a beast to blinded and deafened to your own
perform a small favor for you, at the GM's surroundings.
discretion.
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