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Level 5 Minotaur Barbarian, Path of the Zealot 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Asteron Silentwalker
Outlander Lawful Good Tempus Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Rage (Bonus Action—3/Long Rest). Advantage on


STRENGTH Unarmored Defense (Barbarian) (15) 15 Strength checks and Strength Saves. A +2 to damage
rolls with strength melee weapon attacks. You have
PROFICIENCY BONUS +3
20
SHIELD
AC resistance to bludgeoning, piercing, and slashing
damage.
N
CIE C

+8 Strength Unarmored Defense. While you aren’t wearing


Y
PROFI


+5 armor, your AC equals 15. You can use a shield and
+1 Dexterity
still gain this benefit.
✘ +7 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Reckless Attack. When you make your first attack
MAXIMUM HIT DICE TEMPORARY on your turn, you can decide to attack recklessly.
13 +3 Wisdom

+0 Charisma
80 5d12 Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
CONDITIONAL
attack rolls against you have advantage until your
next turn.
+1
Danger Sense. You have advantage on Dexterity
CURRENT HIT POINTS saving throws against effects that you can see, such
CONSTITUTION DEATH SAVING THROWS
as traps and spells. To gain this benefit, you can’t be
SAVING THROWS
blinded, deafened, or incapacitated.
18 N
CIE C

+1 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Extra Attack. You can attack twice, instead of once,
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION whenever you take the Attack action on your turn.
+3 Animal Handling (Wis)
+4 +1 Arcana (Int) Fast Movement. Your speed increases by 10 feet
while you aren’t wearing heavy armor.
✘ +8 Athletics (Str)
INTELLIGENCE +0 Deception (Cha) Divine Fury. While raging, the first creature you hit
on a turn with a weapon attack takes an extra
12 +1 History (Int)
+3 Insight (Wis)
1d6+2 necrotic or radiant damage(choose when
taking this feature.)
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Warrior of the Gods. When a spell with the sole
+1 +1 Investigation (Int) effect of restoring you to life(not undeath) is cast on
Horns. Your horns are natural melee weapons, you, the caster doesn't need material components.
+3 Medicine (Wis)
WISDOM
which you can use to make unarmed strikes. If you
✘ +4 Nature (Int) hit with them, you deal piercing damage equal to

16 ✘ +6 Perception (Wis) 1d6+5.


+0 Performance (Cha) Goring Rush. Immediately after you use the Dash
+0 Persuasion (Cha) action on your turn and move at least 20 feet, you
+3 +1 Religion (Int)
can make one melee attack with your horns as a
bonus action.
+1 Sleight of Hand (Dex)
CHARISMA Hammering Horns. Immediately after you hit a
+1 Stealth (Dex) creature with a melee attack as part of the Attack

11 ✘ +6 Survival (Wis) action on your turn, you can use a bonus action to
SKILLS attempt to shove that target with your horns. The
target must be no more than one size larger than
you and within 5 feet of you. Unless it succeeds on
+0 16 PASSIVE PERCEPTION a DC 16 Strength saving throw, you push it up to
10 feet away from you

ADVANTAGE

INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Glaive +1 5 ft +9 vs AC 1d10+6 slashing, +8 if raging
Heavy, Reach, Two-Handed
FEATURES & TRAITS
Greatsword 5 ft +8 vs AC 2d6+5 slashing, +7 if raging
Heavy, Two-Handed

Handaxe 20/60 +8 vs AC 1d6+5 slashing, +7 if raging Armor Proficiencies. Light Armor, Medium Armor,
Light, Thrown
Shields

Javelin 30/120 +8 vs AC 1d6+5 piercing, +7 if raging Weapon Proficiencies. Simple Weapons, Martial
Thrown Weapons

Tool Proficiencies. Drum

Languages. Common, Minotaur, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 23 7'4" 396 lbs
GENDER AGE HEIGHT WEIGHT
Asteron Silentwalker Black eyes Black fur Long, spiky hair
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I once ran twenty-five miles without stopping to nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
warn to my clan of an approaching orc horde. I’d do features of the terrain, you know the ways of the wild.
it again if I had to.
I’m always picking things up, absently fiddling with
them, and sometimes accidentally breaking them. Asteron was born in a nomadic, dragon hunting tribe of minotaurs. Hunting dragons proved to be as rewarding as it is
risky. Born as one of the next in line for leadership, Asteron honed his leading skills along with his combat skills. One of
the tribe's laws said that the tribe always comes first. However, one day, Asteron broke this law, trying to save an elf
PERSONALITY TRAITS
during a dragon hunt. This action lead to the death of half of his hunting party. Disgraced and dishonoured, Asteron was
exiled from the tribe, now a wandering, tribeless barbarian. For a time, he stayed with the elf he saved who tried to teach
Honor. If I dishonor myself, I dishonor my whole him the language of the elves, but they both separated long after, only having learned the basics. He also started
clan. (Lawful) following Tempus, the god of war, to fill the gap missing in his heart, a purpose.

Asteron's tribe's teachings revolve around focus and control. The more you're in control of yourself, the better you are as
IDEAL a warrior. Those who lose control of themselves are considered cowards and weaklings, and are usually at the bottom of
the heirarchy. When Asteron rage, it is calm and calculating, rather than loud and chaotic. The tribe also teach that
weapons with reach are the better weapons, especially when fighting against dragons.
My family, clan, or tribe is the most important thing
in my life, even when they are far from me. A few years later, Asteron arrived in the Sword Coast, eager to find challenges worthy of his mettle.

BOND

There’s no room for caution in a life lived to the


fullest.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

BACKGROUND FEATURE

A dragon’s bony talon hanging from a plain leather


necklace

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Glaive +1. You have a +1 bonus to attack and damage
Greatsword 1 6 [Glaive +1] 1 6 rolls made with this magic weapon.
Handaxe 2 4
Javelin 4 8
Clothes, Traveler’s 1 4
Hunting Trap 1 25
Pouch 1 1
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

113.2 lb / 300 lb 600 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Glaive +1 Greatsword Handaxe
Weapons Weapons Weapons

You have a +1 bonus to attack and damage rolls made with


this magic weapon.

6 lb. Dungeon Master’s Guide 6 lb. Player’s Handbook 2 lb. Player’s Handbook

Handaxe Javelin Javelin


Weapons Weapons Weapons

2 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Javelin Javelin Clothes, Traveler’s


Weapons Weapons Adventuring Gear

2 lb. Player’s Handbook 2 lb. Player’s Handbook 4 lb. Player’s Handbook


Hunting Trap Pouch Backpack
Adventuring Gear Adventuring Gear Adventuring Gear

When you use your action to set it, this trap forms a saw- A cloth or leather pouch can hold up to 20 sling bullets or A backpack is a leather pack carried on the back, typically
toothed steel ring that snaps shut when a creature steps on 50 blowgun needles, among other things. with straps to secure it. A backpack can hold 1 cubic foot/
a pressure plate in the center. The trap is affixed by a heavy 30 pounds of gear.
chain to an immobile object, such as a tree or a spike You can also strap items, such as a bedroll or a coil of
driven into the ground. A creature that steps on the plate rope, to the outside of a backpack.
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.

25 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Mess Kit Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Torch Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet)
Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

10 lb. Player’s Handbook

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