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Level 7 Figther Level 1 Barbarian

CLASS & LEVEL BACKGROUND PLAYER NAME


Fiora RavenHeart
Human Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
20 +5 30ft
20 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+5 PERSONALITY TRAITS

Hit Point Maximum 106


● +8
Strength
DEXTERITY

20 ●


+5

+8
Dexterity
Constitution
106
CURRENT HIT POINTS IDEALS
+0
Intelligence
+5 +3
Wisdom
-1
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
20

+9
Acrobatics (Dex) Total SUCCESSES
+5
+3
Animal Handling (Wis) FAILURES

+0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+9
Athletics (Str)

10 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+0
History (Int) Rage(2/2)
LongS +8 1d8+5/Sla In battle, you fight with primal ferocity. On
+0 +3
Insight (Wis)
your turn, you can enter a rage as a bonus
-1
Intimidation (Cha) LongSTH +8 1d10+5/Sl action.
WISDOM +0
Investigation (Int)
Whip +8 1d4+5/Sla While raging, you gain the following benefits
+3
Medicine (Wis)
16 +0
Nature (Int)
if you aren't wearing heavy armor:
Whip reach = 10ft You have advantage on Strength checks
+3

+6
Perception (Wis)
and Strength saving throws.
-1
Performance (Cha) When you make a melee weapon attack
-1
Persuasion (Cha) using Strength, you gain a bonus to the
CHARISMA damage roll that increases as you gain
+0
Religion (Int) levels as a barbarian, as shown in the Rage
8 +5
Sleight of Hand (Dex) Damage column of the Barbarian table.
You have resistance to bludgeoning,
+5
Stealth (Dex)
-1 piercing, and slashing damage.
+3
Survival (Wis) If you are able to cast spells, you can't cast
them or concentrate on them while raging.
SKILLS ATTACKS & SPELLCASTING
Your rage lasts for 1 minute. It ends early if
you are knocked unconscious or if your turn
16 PASSIVE WISDOM (PERCEPTION)
CP leather, longbow, ends and you haven't attacked a hostile
creature since your last turn or taken
and 20 arrows damage since then. You can also end your
SP LongSword and a rage on your turn as a bonus action.
Armor: All armor, shields
Whip
Weapons: Simple weapons, Once you have raged the number of times
EP
Backpack,crowbar,ha shown for your barbarian level in the Rages
martial weapons column of the Barbarian table, you must
mmer,piton (10),torch
Tools: Smith's Tool GP 100
finish a long rest before you can rage again.
(10),tinderbox,rations
Languange: Common, Giant, Unarmored Defense
(10),waterskin,hempe
PP While you are not wearing any armor, your
n rope armor class equals 10 + your Dexterity
modifier + your Constitution modifier. You
can use a shield and still gain this benefit.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points
equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest,
but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last
for 1 minute:

If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't
change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack
roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

ADDITIONAL FEATURES & TRAITS

Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the
runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one
from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known
table.

Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5

Grappler Prerequisite: Strength 13 or higher


You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed,
you and the creature are both restrained until the grapple ends.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

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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