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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.
Human Character Name Actions
Barbarian 2 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 23 (Hit Dice 2d12) +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 Options
Wanderer. As a former barbarian Senses passive (Perception) 13
Reckless Attack. Barbarian feature
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 • When you make a melee weapon attack
terrain, settlements, and other features using Strength, you gain a +2 bonus to
around you. In addition, you can find food the damage roll.
and fresh water for yourself and up to five • You have resistance to bludgeoning,
other people each day, provided that the piercing, and slashing damage.
land offers enough. • You can’t cast or concentrate on spells.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists Your rage lasts for 1 minute. It ends
who preserve the natural order while early if you are knocked unconscious or if
rooting out unnatural threats. your turn ends and you haven’t attacked
Personality Trait. You place no stock a hostile creature since your last turn or
in refined manners or wealth. taken damage since then. You can also
Ideal. Life is constant change, and you end your rage as a bonus action.
must change with it to survive. Reckless Attack. When you make your
Bond. You take the despoiling of first attack on your turn, you can decide
the wilderness and sacred sites as a to attack recklessly. Doing so gives you
personal insult. advantage on melee weapon attack rolls
Flaw. There’s no room for caution in a using Strength during this turn, but
life lived to the fullest. attack rolls against you have advantage
until your next turn.
Barbarian Features
Unarmored Defense. While you are
Danger Sense. You have advantage on wearing no armor, but even if you’re
Dexterity saving throws against effects using a shield, your Armor Class equals
that you can see. To gain this benefit, 10 + your Dexterity modifier + your
you can’t be blinded, deafened, or Constitution modifier.
incapacitated.
Rage (Recharges after You Finish a Equipment
Long Rest). Two times, you can enter a Backpack, bearskin cloak, bedroll, drum,
rage as a bonus action. While raging, the greatsword, handaxes (2), healer’s kit,
following parameters apply: javelins (3), mess kit, potion of healing,
• You have advantage on Strength checks pouch, tinderbox, torches (5), traveler’s
and Strength saving throws. clothing, waterskin, money (15 gp)
Human Character Name • Greatsword. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
Barbarian 3 Medium humanoid (human), Path of Hit: 2d6 + 3 (or +5 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 14 (Unarmored Defense) Attack: +5 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 32 (Hit Dice 3d12) 20/60 ft., one target.
wherever need guides you, Speed 30 ft. Hit: 1d6 + 3 (or +5 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
16 (+3) 14 (+2) 15 (+2) • Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +5 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) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
Background (Outlander) in melee) piercing damage
Proficiencies (+2 proficiency bonus)
You grew up among tribal nomads, Armor light armor, medium
far from civilization and its comforts.
Bonus Actions
armor, shields
You’ve hunted great herds, survived Saving Throws Str +5, Con +4; see the Rage. Barbarian feature
extreme weather, raided the trade of Danger Sense barbarian feature Frenzy. While raging, you can make
softer folk, and protected places sacred
Skills Athletics +5, Intimidation +2, a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Perception +3, Survival +3 bonus action. If you do so, when your
creature for miles in any direction. Even Tools drum rage ends, you suffer one level of
in places where the terrain is new, you Weapons simple weapons, exhaustion.
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 13 Options
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant Reckless Attack. Barbarian feature
memory for maps and geography, and you
can always recall the general layout of Actions
terrain, settlements, and other features Attack. You can make one of the
around you. In addition, you can find food following attacks (see Rage and
and fresh water for yourself and up to five Reckless Attack):
other people each day, provided that the
land offers enough.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists • When you make a melee weapon attack Unarmored Defense. While you are
who preserve the natural order while using Strength, you gain a +2 bonus to wearing no armor, but even if you’re
rooting out unnatural threats. the damage roll. using a shield, your Armor Class equals
Personality Trait. You place no stock • You have resistance to bludgeoning, 10 + your Dexterity modifier + your
in refined manners or wealth. piercing, and slashing damage. Constitution modifier.
Ideal. Life is constant change, and you • You can make a single melee weapon
must change with it to survive. attack as a bonus action. If you do so, Equipment
Bond. You take the despoiling of when your rage ends, you suffer one Backpack, bearskin cloak, bedroll, drum,
the wilderness and sacred sites as a level of exhaustion. greatsword, handaxes (2), healer’s kit,
personal insult. • You can’t cast or concentrate on spells. javelins (3), mess kit, potion of healing,
Flaw. There’s no room for caution in a pouch, tinderbox, torches (5), traveler’s
Your rage lasts for 1 minute. It ends
life lived to the fullest. clothing, waterskin, money (15 gp)
early if you are knocked unconscious or if
your turn ends and you haven’t attacked
Barbarian Features a hostile creature since your last turn or
Danger Sense. You have advantage on taken damage since then. You can also
Dexterity saving throws against effects end your rage as a bonus action.
that you can see. To gain this benefit,
Reckless Attack. When you make your
you can’t be blinded, deafened, or
first attack on your turn, you can decide
incapacitated.
to attack recklessly. Doing so gives you
Rage (Recharges after You Finish a advantage on melee weapon attack rolls
Long Rest). Three times, you can enter a using Strength during this turn, but
rage as a bonus action. While raging, the attack rolls against you have advantage
following parameters apply: until your next turn.
• You have advantage on Strength checks
and Strength saving throws.
Human Character Name • Greatsword. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
Barbarian 4 Medium humanoid (human), Path of Hit: 2d6 + 3 (or +5 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: +5 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 45 (Hit Dice 4d12) 20/60 ft., one target.
wherever need guides you, Speed 30 ft. Hit: 1d6 + 3 (or +5 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
17 (+3) 14 (+2) 16 (+3) • Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +5 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) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
Background (Outlander) in melee) piercing damage
Proficiencies (+2 proficiency bonus)
You grew up among tribal nomads, Armor light armor, medium
far from civilization and its comforts.
Bonus Actions
armor, shields
You’ve hunted great herds, survived Saving Throws Str +5, Con +5; see the Rage. Barbarian feature
extreme weather, raided the trade of Danger Sense barbarian feature Frenzy. While raging, you can make
softer folk, and protected places sacred
Skills Athletics +5, Intimidation +2, a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Perception +3, Survival +3 bonus action. If you do so, when your
creature for miles in any direction. Even Tools drum rage ends, you suffer one level of
in places where the terrain is new, you Weapons simple weapons, exhaustion.
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 13 Options
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant Reckless Attack. Barbarian feature
memory for maps and geography, and you
can always recall the general layout of Actions
terrain, settlements, and other features Attack. You can make one of the
around you. In addition, you can find food following attacks (see Rage and
and fresh water for yourself and up to five Reckless Attack):
other people each day, provided that the
land offers enough.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists • When you make a melee weapon attack Unarmored Defense. While you are
who preserve the natural order while using Strength, you gain a +2 bonus to wearing no armor, but even if you’re
rooting out unnatural threats. the damage roll. using a shield, your Armor Class equals
Personality Trait. You place no stock • You have resistance to bludgeoning, 10 + your Dexterity modifier + your
in refined manners or wealth. piercing, and slashing damage. Constitution modifier.
Ideal. Life is constant change, and you • You can make a single melee weapon
must change with it to survive. attack as a bonus action. If you do so, Equipment
Bond. You take the despoiling of when your rage ends, you suffer one Backpack, beaskin cloak, bedroll, drum,
the wilderness and sacred sites as a level of exhaustion. greatsword, handaxes (2), healer’s kit,
personal insult. • You can’t cast or concentrate on spells. javelins (3), mess kit, potion of healing (2),
Flaw. There’s no room for caution in a pouch, tinderbox, torches (5), traveler’s
Your rage lasts for 1 minute. It ends
life lived to the fullest. clothing, waterskin, money (15 gp)
early if you are knocked unconscious or if
your turn ends and you haven’t attacked
Barbarian Features a hostile creature since your last turn or
Danger Sense. You have advantage on taken damage since then. You can also
Dexterity saving throws against effects end your rage as a bonus action.
that you can see. To gain this benefit,
Reckless Attack. When you make your
you can’t be blinded, deafened, or
first attack on your turn, you can decide
incapacitated.
to attack recklessly. Doing so gives you
Rage (Recharges after You Finish a advantage on melee weapon attack rolls
Long Rest). Three times, you can enter a using Strength during this turn, but
rage as a bonus action. While raging, the attack rolls against you have advantage
following parameters apply: until your next turn.
• You have advantage on Strength checks
and Strength saving throws.
Human Character Name • Greatsword. Melee Weapon Attack:
+6 to hit, reach 5 ft., one target.
Barbarian 5 Medium humanoid (human), Path of Hit: 2d6 + 3 (or +5 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: +6 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 55 (Hit Dice 5d12) 20/60 ft., one target.
wherever need guides you, Speed 40 ft. (Fast Movement) Hit: 1d6 + 3 (or +5 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
17 (+3) 14 (+2) 16 (+3) • Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +6 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) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
Background (Outlander) in melee) piercing damage
Proficiencies (+3 proficiency bonus)
You grew up among tribal nomads, Armor light armor, medium
far from civilization and its comforts.
Bonus Actions
armor, shields
You’ve hunted great herds, survived Saving Throws Str +6, Con +6; see the Rage. Barbarian feature
extreme weather, raided the trade of Danger Sense barbarian feature Frenzy. While raging, you can make
softer folk, and protected places sacred
Skills Athletics +6, Intimidation +3, a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Perception +4, Survival +4 bonus action. If you do so, when your
creature for miles in any direction. Even Tools drum rage ends, you suffer one level of
in places where the terrain is new, you Weapons simple weapons, exhaustion.
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 14 Options
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant Reckless Attack. Barbarian feature
memory for maps and geography, and you
can always recall the general layout of Actions Stone of Good Luck. Equipment
terrain, settlements, and other features Attack. You can attack up to twice
around you. In addition, you can find food when you take this action, using
and fresh water for yourself and up to five the following attacks (see Rage and
other people each day, provided that the
Reckless Attack):
land offers enough.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists • You have advantage on Strength checks Unarmored Defense. While you are
who preserve the natural order while and Strength saving throws. wearing no armor, but even if you’re
rooting out unnatural threats. • When you make a melee weapon attack using a shield, your Armor Class equals
Personality Trait. You place no stock using Strength, you gain a +2 bonus to 10 + your Dexterity modifier + your
in refined manners or wealth. the damage roll. Constitution modifier.
Ideal. Life is constant change, and you • You have resistance to bludgeoning,
must change with it to survive. piercing, and slashing damage. Equipment
Bond. You take the despoiling of • You can make a single melee weapon Backpack, bearskin cloak, bedroll, drum,
the wilderness and sacred sites as a attack as a bonus action. If you do so, greatsword, handaxes (2), healer’s kit,
personal insult. when your rage ends, you suffer one javelins (3), mess kit, potion of healing
Flaw. There’s no room for caution in a level of exhaustion. (2), pouch, stone of good luck, tinderbox,
life lived to the fullest. • You can’t cast or concentrate on spells. torches (5), traveler’s clothing, waterskin,
Your rage lasts for 1 minute. It ends money (10 gp, 4 pp)
Barbarian Features early if you are knocked unconscious or if
Danger Sense. You have advantage on your turn ends and you haven’t attacked Stone of Good Luck
Dexterity saving throws against effects a hostile creature since your last turn or Wondrous item, uncommon (attuned)
that you can see. To gain this benefit, taken damage since then. You can also While this bloodstone disk is on your
you can’t be blinded, deafened, or end your rage as a bonus action. person, you gain a +1 bonus to ability
incapacitated. checks and saving throws (not included
Reckless Attack. When you make your
Fast Movement. Your speed increases first attack on your turn, you can decide on your sheet). You consider it to be a
by 10 feet while you aren’t wearing to attack recklessly. Doing so gives you token of the god of war.
heavy armor. advantage on melee weapon attack rolls
Rage (Recharges after You Finish a using Strength during this turn, but
Long Rest). Three times, you can enter a attack rolls against you have advantage
rage as a bonus action. While raging, the until your next turn.
following parameters apply:
Human Character Name • Greatsword. Melee Weapon Attack:
+6 to hit, reach 5 ft., one target.
Barbarian 6 Medium humanoid (human), Path of Hit: 2d6 + 3 (or +5 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: +6 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 65 (Hit Dice 6d12) 20/60 ft., one target.
wherever need guides you, Speed 40 ft. (Fast Movement) Hit: 1d6 + 3 (or +5 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
17 (+3) 14 (+2) 16 (+3) • Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +6 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) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
Background (Outlander) in melee) piercing damage
Proficiencies (+3 proficiency bonus)
You grew up among tribal nomads, Armor light armor, medium
far from civilization and its comforts.
Bonus Actions
armor, shields
You’ve hunted great herds, survived Saving Throws Str +6, Con +6; see the Rage. Barbarian feature
extreme weather, raided the trade of Danger Sense barbarian feature Frenzy. While raging, you can make
softer folk, and protected places sacred
Skills Athletics +6, Intimidation +3, a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Perception +4, Survival +4 bonus action. If you do so, when your
creature for miles in any direction. Even Tools drum rage ends, you suffer one level of
in places where the terrain is new, you Weapons simple weapons, exhaustion.
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 14 Options
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant Reckless Attack. Barbarian feature
memory for maps and geography, and you
can always recall the general layout of Actions Stone of Good Luck. Equipment
terrain, settlements, and other features Attack. You can attack up to twice
around you. In addition, you can find food when you take this action, using
and fresh water for yourself and up to five the following attacks (see Rage and
other people each day, provided that the
Reckless Attack):
land offers enough.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists • You have advantage on Strength checks using Strength during this turn, but
who preserve the natural order while and Strength saving throws. attack rolls against you have advantage
rooting out unnatural threats. • When you make a melee weapon attack until your next turn.
Personality Trait. You place no stock using Strength, you gain a +2 bonus to Unarmored Defense. While you are
in refined manners or wealth. the damage roll. wearing no armor, but even if you’re
Ideal. Life is constant change, and you • You have resistance to bludgeoning, using a shield, your Armor Class equals
must change with it to survive. piercing, and slashing damage. 10 + your Dexterity modifier + your
Bond. You take the despoiling of • You can’t be frightened or charmed. Constitution modifier.
the wilderness and sacred sites as a If you are already frightened or
personal insult. charmed, you ignore those conditions Equipment
Flaw. There’s no room for caution in a while you rage.
life lived to the fullest. • You can make a single melee weapon Backpack, bearskin cloak, bedroll, drum,
attack as a bonus action. If you do so, greatsword, handaxes (2), healer’s kit,
Barbarian Features when your rage ends, you suffer one javelins (3), mess kit, potion of healing
level of exhaustion. (2), pouch, stone of good luck, tinderbox,
Danger Sense. You have advantage on
• You can’t cast or concentrate on spells. torches (5), traveler’s clothing, waterskin,
Dexterity saving throws against effects
money (10 gp, 4 pp).
that you can see. To gain this benefit, Your rage lasts for 1 minute. It ends
you can’t be blinded, deafened, or early if you are knocked unconscious or if Stone of Good Luck
incapacitated. your turn ends and you haven’t attacked Wondrous item, uncommon (attuned)
Fast Movement. Your speed increases a hostile creature since your last turn or
While this bloodstone disk is on your
by 10 feet while you aren’t wearing taken damage since then. You can also
person, you gain a +1 bonus to ability
heavy armor. end your rage as a bonus action.
checks and saving throws (not included
Rage (Recharges after You Finish a Reckless Attack. When you make your on your sheet). You consider it to be a
Long Rest). Four times, you can enter a first attack on your turn, you can decide token of the god of war.
rage as a bonus action. While raging, the to attack recklessly. Doing so gives you
following parameters apply: advantage on melee weapon attack rolls
Human Character Name • Greatsword. Melee Weapon Attack:
+6 to hit, reach 5 ft., one target.
Barbarian 7 Medium humanoid (human), Path of Hit: 2d6 + 3 (or +5 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: +6 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 75 (Hit Dice 7d12) 20/60 ft., one target.
wherever need guides you, Speed 40 ft. (Fast Movement) Hit: 1d6 + 3 (or +5 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
17 (+3) 14 (+2) 16 (+3) • Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +6 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) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
Background (Outlander) in melee) piercing damage
Initiative advantage (Feral Instinct)
You grew up among tribal nomads, Proficiencies (+3 proficiency bonus)
far from civilization and its comforts.
Bonus Actions
Armor light armor, medium
You’ve hunted great herds, survived armor, shields Rage. Barbarian feature
extreme weather, raided the trade of Saving Throws Str +6, Con +6; see the Frenzy. While raging, you can make
softer folk, and protected places sacred
Danger Sense barbarian feature a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Skills Athletics +6, Intimidation +3, bonus action. If you do so, when your
creature for miles in any direction. Even Perception +4, Survival +4 rage ends, you suffer one level of
in places where the terrain is new, you Tools drum exhaustion.
know the ways of the wild. Weapons simple weapons,
Wanderer. As a former barbarian martial weapons Options
nomad and raider, you have an excellent Senses passive (Perception) 14 Reckless Attack. Barbarian feature
memory for maps and geography, and you Languages Common, Dwarvish, Giant
can always recall the general layout of Stone of Good Luck. Equipment
terrain, settlements, and other features Actions
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
other people each day, provided that the
the following attacks (see Rage and
land offers enough.
Faction. You are a member of the
Reckless Attack):
Emerald Enclave, wilderness survivalists
who preserve the natural order while Feral Instinct. You have advantage on • You can’t cast or concentrate on spells.
rooting out unnatural threats. initiative rolls. Additionally, if you are Your rage lasts for 1 minute. It ends
Personality Trait. You place no stock surprised at the beginning of combat and early if you are knocked unconscious or if
in refined manners or wealth. aren’t incapacitated, you can act normally your turn ends and you haven’t attacked
Ideal. Life is constant change, and you on your first turn if you enter your rage a hostile creature since your last turn or
must change with it to survive. before doing anything else on that turn. taken damage since then. You can also
Bond. You take the despoiling of Rage (Recharges after You Finish a end your rage as a bonus action.
the wilderness and sacred sites as a Long Rest). Four times, you can enter a
personal insult. Reckless Attack. When you make your
rage as a bonus action. While raging, the
Flaw. There’s no room for caution in a first attack on your turn, you can decide
following parameters apply:
life lived to the fullest. to attack recklessly. Doing so gives you
• You have advantage on Strength checks advantage on melee weapon attack rolls
Barbarian Features and Strength saving throws. using Strength during this turn, but
• When you make a melee weapon attack attack rolls against you have advantage
Danger Sense. You have advantage on using Strength, you gain a +2 bonus to until your next turn.
Dexterity saving throws against effects the damage roll.
that you can see. To gain this benefit, Unarmored Defense. While you are
• You have resistance to bludgeoning,
you can’t be blinded, deafened, or wearing no armor, but even if you’re
piercing, and slashing damage.
incapacitated. using a shield, your Armor Class equals
• You can’t be frightened or charmed. 10 + your Dexterity modifier + your
Fast Movement. Your speed increases If you are already frightened or Constitution modifier.
by 10 feet while you aren’t wearing charmed, you ignore those conditions
heavy armor. while you rage.
• You can make a single melee weapon
attack as a bonus action. If you do so,
when your rage ends, you suffer one
level of exhaustion.
Equipment
Backpack, bearskin cloak, bedroll, drum,
greatsword, handaxes (2), healer’s kit,
javelins (3), mess kit, potion of healing
(2), pouch, stone of good luck, tinderbox,
torches (5),traveler’s clothing, waterskin,
money (10 gp, 4 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.
Human Character Name • Greatsword. Melee Weapon Attack:
+7 to hit, reach 5 ft., one target.
Barbarian 8 Medium humanoid (human), Path of Hit: 2d6 + 4 (or +6 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: +7 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 85 (Hit Dice 8d12) 20/60 ft., one target.
wherever need guides you, Speed 40 ft. (Fast Movement) Hit: 1d6 + 4 (or +6 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: +7 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 +6 if raging and used
Background (Outlander) in melee) piercing damage
Initiative advantage (Feral Instinct)
You grew up among tribal nomads, Proficiencies (+3 proficiency bonus)
far from civilization and its comforts.
Bonus Actions
Armor light armor, medium
You’ve hunted great herds, survived armor, shields Rage. Barbarian feature
extreme weather, raided the trade of Saving Throws Str +7, Con +6; see the Frenzy. While raging, you can make
softer folk, and protected places sacred
Danger Sense barbarian feature a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Skills Athletics +7, Intimidation +3, bonus action. If you do so, when your
creature for miles in any direction. Even Perception +5, Survival +5 rage ends, you suffer one level of
in places where the terrain is new, you Tools drum exhaustion.
know the ways of the wild. Weapons simple weapons,
Wanderer. As a former barbarian martial weapons Options
nomad and raider, you have an excellent Senses passive (Perception) 15 Reckless Attack. Barbarian feature
memory for maps and geography, and you Languages Common, Dwarvish, Giant
can always recall the general layout of Stone of Good Luck. Equipment
terrain, settlements, and other features Actions
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
other people each day, provided that the
the following attacks (see Rage and
land offers enough.
Faction. You are a member of the
Reckless Attack):
Emerald Enclave, wilderness survivalists
who preserve the natural order while Feral Instinct. You have advantage on • You can’t cast or concentrate on spells.
rooting out unnatural threats. initiative rolls. Additionally, if you are Your rage lasts for 1 minute. It ends
Personality Trait. You place no stock surprised at the beginning of combat and early if you are knocked unconscious or if
in refined manners or wealth. aren’t incapacitated, you can act normally your turn ends and you haven’t attacked
Ideal. Life is constant change, and you on your first turn if you enter your rage a hostile creature since your last turn or
must change with it to survive. before doing anything else on that turn. taken damage since then. You can also
Bond. You take the despoiling of Rage (Recharges after You Finish a end your rage as a bonus action.
the wilderness and sacred sites as a Long Rest). Four times, you can enter a
personal insult. Reckless Attack. When you make your
rage as a bonus action. While raging, the
Flaw. There’s no room for caution in a first attack on your turn, you can decide
following parameters apply:
life lived to the fullest. to attack recklessly. Doing so gives you
• You have advantage on Strength checks advantage on melee weapon attack rolls
Barbarian Features and Strength saving throws. using Strength during this turn, but
• When you make a melee weapon attack attack rolls against you have advantage
Danger Sense. You have advantage on using Strength, you gain a +2 bonus to until your next turn.
Dexterity saving throws against effects the damage roll.
that you can see. To gain this benefit, Unarmored Defense. While you are
• You have resistance to bludgeoning,
you can’t be blinded, deafened, or wearing no armor, but even if you’re
piercing, and slashing damage.
incapacitated. using a shield, your Armor Class equals
• You can’t be frightened or charmed. 10 + your Dexterity modifier + your
Fast Movement. Your speed increases If you are already frightened or Constitution modifier.
by 10 feet while you aren’t wearing charmed, you ignore those conditions
heavy armor. while you rage.
• You can make a single melee weapon
attack as a bonus action. If you do so,
when your rage ends, you suffer one
level of exhaustion.
Equipment
Backpack, bearskin cloak, bedroll, drum,
greatsword, handaxes (2), healer’s kit,
javelins (3), mess kit, potion of healing
(2), pouch, stone of good luck, tinderbox,
torches (5), traveler’s clothing, waterskin,
money (10 gp, 4 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.
Human Character Name • Greatsword. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.
Barbarian 9 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 95 (Hit Dice 9d12) 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)
far from civilization and its comforts.
Bonus Actions
Armor light armor, medium
You’ve hunted great herds, survived armor, shields Rage. Barbarian feature
extreme weather, raided the trade of Saving Throws Str +8, Con +7; see the Frenzy. While raging, you can make
softer folk, and protected places sacred
Danger Sense barbarian feature a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Skills Athletics +8, Intimidation +4, bonus action. If you do so, when your
creature for miles in any direction. Even Perception +6, Survival +6 rage ends, you suffer one level of
in places where the terrain is new, you Tools drum exhaustion.
know the ways of the wild. Weapons simple weapons,
Wanderer. As a former barbarian martial weapons Options
nomad and raider, you have an excellent Senses passive (Perception) 16 Reckless Attack. Barbarian feature
memory for maps and geography, and you Languages Common, Dwarvish, Giant
can always recall the general layout of Stone of Good Luck. Equipment
terrain, settlements, and other features Actions
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 • You can’t cast or concentrate on spells.
rooting out unnatural threats. initiative rolls. Additionally, if you are Your rage lasts for 1 minute. It ends
Personality Trait. You place no stock surprised at the beginning of combat and early if you are knocked unconscious or if
in refined manners or wealth. aren’t incapacitated, you can act normally your turn ends and you haven’t attacked
Ideal. Life is constant change, and you on your first turn if you enter your rage a hostile creature since your last turn or
must change with it to survive. before doing anything else on that turn. taken damage since then. You can also
Bond. You take the despoiling of Rage (Recharges after You Finish a end your rage as a bonus action.
the wilderness and sacred sites as a Long Rest). Four times, you can enter a
personal insult. Reckless Attack. When you make your
rage as a bonus action. While raging, the
Flaw. There’s no room for caution in a first attack on your turn, you can decide
following parameters apply:
life lived to the fullest. to attack recklessly. Doing so gives you
• You have advantage on Strength checks advantage on melee weapon attack rolls
Barbarian Features and Strength saving throws. using Strength during this turn, but
• When you make a melee weapon attack attack rolls against you have advantage
Brutal Critical. When rolling the extra using Strength, you gain a +3 bonus to until your next turn.
damage for a critical hit with a melee the damage roll.
attack you can roll one additional Unarmored Defense. While you are
• You have resistance to bludgeoning,
weapon damage die. wearing no armor, but even if you’re
piercing, and slashing damage. using a shield, your Armor Class equals
Danger Sense. You have advantage on • You can’t be frightened or charmed. 10 + your Dexterity modifier + your
Dexterity saving throws against effects If you are already frightened or Constitution modifier.
that you can see. To gain this benefit, charmed, you ignore those conditions
you can’t be blinded, deafened, or while you rage.
incapacitated. • You can make a single melee weapon
attack as a bonus action. If you do so,
Fast Movement. Your speed increases
when your rage ends, you suffer one
by 10 feet while you aren’t wearing
level of exhaustion.
heavy armor.
Equipment
Backpack, bearskin cloak, bedroll, drum,
greatsword, handaxes (2), healer’s kit,
javelins (3), mess kit, potion of healing
(2), pouch, stone of good luck, tinderbox,
torches (5), traveler’s clothing, waterskin,
money (15 gp, 6 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.
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
You’ve 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, you’ve 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. aren’t 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. There’s no room for caution in a so, choose one creature that you can see • You can’t 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 can’t 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 can’t be blinded, deafened, or your turn ends and you haven’t attacked
you can’t 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 aren’t wearing
Long Rest). Four times, you can enter a
heavy armor.
Barbarian Features (cont’d)
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 you’re
using a shield, your Armor Class equals
10 + your Dexterity modifier + your
Constitution modifier.

Equipment
Backpack, bearskin cloak, bedroll, drum,
greatsword, handaxes (2), healer’s kit,
javelins (3), mess kit, potion of healing
(2), pouch, stone of good luck, tinderbox,
torches (5), traveler’s 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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