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Human Character Name Actions

Barbarian 1 Medium humanoid (human),


Attack. You can make one of the
following attacks (see Rage and
“The wild is in my blood.” chaotic good
Reckless Attack):
Hailing from the northern • Greatsword. Melee Weapon Attack:
lands, you are a stranger to Armor Class 14 (Unarmored Defense)
Hit Points 14 (Hit Dice 1d12) +5 to hit, reach 5 ft., one target.
civilization. Yet you travel
Speed 30 ft. Hit: 2d6 + 3 (or +5 if raging)
wherever need guides you,
slashing damage
fighting those who would despoil the
wilderness. You have faced encroaching STR DEX CON • Handaxe. Melee or Ranged Weapon
evil from monsters to greedy humans. 16 (+3) 14 (+2) 15 (+2) Attack: +5 to hit, reach 5 ft. or range
You take what you need, and feed the 20/60 ft., one target.
INT WIS CHA
ground with the blood of such enemies. 9 (−1) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
in melee) slashing damage
Background (Outlander) Proficiencies (+2 proficiency bonus) • Javelin. Melee or Ranged Weapon
You grew up among tribal nomads, Armor light armor, medium Attack: +5 to hit, reach 5 ft. or range
far from civilization and its comforts. armor, shields 30/120 ft., one target.
You’ve hunted great herds, survived Saving Throws Str +5, Con +4; see the Hit: 1d6 + 3 (or +5 if raging and used
extreme weather, raided the trade of Danger Sense barbarian feature in melee) piercing damage
softer folk, and protected places sacred
Skills Athletics +5, Intimidation +2,
to your people. At times, you’ve enjoyed Bonus Actions
the solitude of being the only sentient
Perception +3, Survival +3
creature for miles in any direction. Even Tools drum Rage. Barbarian feature
in places where the terrain is new, you Weapons simple weapons,
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 13
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant
memory for maps and geography, and you
can always recall the general layout of Your rage lasts for 1 minute. It ends
terrain, settlements, and other features early if you are knocked unconscious or if
around you. In addition, you can find food your turn ends and you haven’t attacked
and fresh water for yourself and up to five a hostile creature since your last turn or
other people each day, provided that the taken damage since then. You can also
land offers enough. end your rage as a bonus action.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists Unarmored Defense. While you are
who preserve the natural order while wearing no armor, but even if you’re
rooting out unnatural threats. using a shield, your Armor Class equals
Personality Trait. You place no stock 10 + your Dexterity modifier + your
in refined manners or wealth. Constitution modifier.
Ideal. Life is constant change, and you
must change with it to survive. Equipment
Bond. You take the despoiling of Backpack, bearskin cloak, bedroll, drum,
the wilderness and sacred sites as a greatsword, handaxes (2), healer’s kit,
personal insult. javelins (3), mess kit, pouch, tinderbox,
Flaw. There’s no room for caution in a torches (5), traveler’s clothing, waterskin,
life lived to the fullest. money (15 gp)

Barbarian Features
Rage (Recharges after You Finish a
Long Rest). Two times, you can enter a
rage as a bonus action. While raging, the
following parameters apply:
• You have advantage on Strength checks
and Strength saving throws.
• When you make a melee weapon attack
using Strength, you gain a +2 bonus to
the damage roll.
• You have resistance to bludgeoning,
piercing, and slashing damage.
• You can’t cast or concentrate on spells.

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