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Level 3 Dragonborn Barbarian, Path of Sacred Kin 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Wolgur
Folk Hero Chaotic Good Tempus Acrid Outcast
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Draconic Ancestry.


STRENGTH Unarmored Defense (Barbarian) (13) 13 Blue. Your draconic ancestry is blue. Your damage type is
lightning. Your breath weapon is 5 by 30 ft. line (dex. save).
PROFICIENCY BONUS +2
17
SHIELD
AC Breath Weapon (Action—1/Short Rest). Exhale destructive
energy. Your breath weapon does 2d6 lightning damage in
N
CIE C
a 5 by 30 ft. line (dex. save) DC 12
+5 Strength
Y
PROFI


+3 Damage Resistance. You have resistance to lightning.
+1 Dexterity
✘ +4 Constitution ARMOR CLASS Rage (Bonus Action—3/Day). Advantage on Strength
checks and Strength Saving Throws. A +2 to damage rolls
DEXTERITY
+0 Intelligence with strength melee weapon attacks. You have resistance
MAXIMUM HIT DICE TEMPORARY to bludgeoning, piercing, and slashing damage.
12 +0 Wisdom

+0 Charisma
32 3d12
Unarmored Defense. While you aren’t wearing armor, your
AC equals 13. You can use a shield and still gain this benefit.
CONDITIONAL

+1 Reckless Attack. When you make your first attack on your


turn, you can decide to attack recklessly. Doing so gives you
CURRENT HIT POINTS advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage
CONSTITUTION DEATH SAVING THROWS
until your next turn.
SAVING THROWS

15 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Danger Sense. You have advantage on Dexterity saving
throws against effects that you can see, such as traps and
Y
PROFI

spells. To gain this benefit, you can’t be blinded, deafened,


RT

EXPE

✘ +2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION or incapacitated.


+2 +0 Arcana (Int) Primal Path.
✘ +5 Athletics (Str) Resistances. Lightning
Ancestral Origins. Whenever you make a Charisma check
INTELLIGENCE +0 Deception (Cha) when interacting with a creature of your ancestors’ type,
your proficiency bonus is doubled if it applies to the check.

10 +0 History (Int)
+0 Insight (Wis)
Draconic.

Mythic Manifestation. Whenever you cast a spell, you


+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS regain hit points equal to three times spell slot’s level.
+0 +0 Investigation (Int) Supernatural Fury. You gain the ability to cast and
1 Greataxe concentrate on spells, even while raging, at the expense of
+0 Medicine (Wis) your physical resistances. When you enter your
WISDOM 1 Handaxe Supernatural Fury and you aren’t wearing heavy armor, the
✘ +2 Nature (Int)
1 Handaxe following benefits replace the benefits of the Rage

10 +0 Perception (Wis) feature:You gain a + 3 bonus to your ACYou have advantage


1 Explorer’s Pack on Constitution checks and saving throws made to maintain
+0 Performance (Cha) 1 Javelin concentration on a spell.You have resistance to magical
damage and are immune to the damage type you chose
+0 Persuasion (Cha) 1 Javelin from your Ancestral Origin.Your Supernatural Fury lasts for
+0 +0 Religion (Int) 1 Javelin 1 minute. It ends early if you’re knocked unconscious or if
1 Javelin your turn ends and you haven’t attacked a hostile creature,
+1 Sleight of Hand (Dex) cast a spell, or taken damage since your last turn. You can
1 Shovel (1) end your Supernatural Fury on your turn as a bonus action.
CHARISMA +1 Stealth (Dex)
1 Pot, Iron (1)

10 ✘ +2 Survival (Wis)
SKILLS
1
1
Clothes, Common
Pouch
1 Smith’s Tools
+0 10 PASSIVE PERCEPTION

ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 50 0 57.0 lb.
INITIATIVE +1 1 Attack / Attack Action EQUIPMENT

NAME RANGE ATTACK DAMAGE / TYPE


Greataxe 5 ft +5 vs AC 1d12 + 3 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Javelin 30/120 +5 vs AC 1d6 + 3 piercing
Thrown

Handaxe 20/60 +5 vs AC 1d6 + 3 slashing Armor Proficiencies. Light Armor, Medium Armor, Shields
Light, Thrown Weapon Proficiencies. Simple Weapons, Martial Weapons

Tool Proficiencies. Vehicles land, Smith’s tools

Languages. Common, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 26 6'6 285
GENDER AGE HEIGHT WEIGHT
Wolgur Purple Blue Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
If someone is in trouble, I’m always ready to lend
help.
Thinking is for other people. I prefer action.

PERSONALITY TRAITS

Freedom. Tyrants must not be allowed to oppress


the people. (Chaotic)

IDEAL

I protect those who cannot protect themselves.

BOND

I’m convinced of the significance of my destiny, and


blind to my shortcomings and the risk of failure.

FLAW BACKGROUND STORY

He wears the tattered clothes of his tribe and no armor.


Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

BACKGROUND FEATURE

A vial of dragon blood

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Constitution +0 0 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Path of Sacred Kin

CANTRIPS Booming Blade True Strike

1ST LEVEL 2 SPELL SLOTS Detect Magic Duskwalk


Masterful Focus
Booming Blade True Strike Detect Magic
Evocation Cantrip Divination Cantrip 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 30 feet RANGE Self
DURATION 1 round DURATION Concentration, up to 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V, M (a weapon) COMPONENTS S COMPONENTS V, S

As part of the action used to cast this spell, you must make a melee You extend your hand and point a finger at a target in range. Your For the duration, you sense the presence of magic within 30 feet of
attack with a weapon against one creature within the spell's range, magic grants you a brief insight into the target’s defenses. On your you. If you sense magic in this way, you can use your action to see a
otherwise the spell fails. On a hit, the target suffers the attack's next turn, you gain advantage on your first attack roll against the faint aura around any visible creature or object in the area that bears
normal effects, and it becomes sheathed in booming energy until the target, provided that this spell hasn’t ended. magic, and you learn its school of magic, if any. The spell can
start of your next turn. If the target willingly moves before then, it penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
immediately takes 1d8 thunder damage, and the spell ends. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This spell's damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.

Spellcasting (Barbarian) Sword Coast Adventurer’s Guide Spellcasting (Barbarian) Player’s Handbook Spellcasting (Barbarian) Player’s Handbook

Duskwalk Masterful Focus


1st-level divination 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action


RANGE 15 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V

In the beginning, there was only darkness. It will return. The forgotten masters of the blade swore to defend their secrets to
Choose a location within range that is within 5 feet of a creature or the death, and were famed for their perfect clarity in battle.
in dim light or darkness. You teleport to this location. As a bonus You whisper a word and weave magic over your own mind,
action before or after teleporting, you can make a single melee spell heightening your senses and reflexes. Until the spell ends, your
attack against a target within your reach. If you hit, the target takes attacks can result in critical hits more easily. Whenever the result of
1d6 psychic damage. the d20 roll is 18-20, you critically hit. If you’ve made an attack with
At Higher Levels. When you cast this spell using a spell slot of 2nd disadvantage and one of the results was in this range, you can ignore
level or higher, the range increases by 5 feet and the psychic damage the disadvantage and critically hit regardless. Once you’ve critically
increases by 1d6 per spell slot level above 1st. hit, the spell ends at the end of the current turn.
At Higher Levels. When you cast this spell using a slot of 2nd level
or higher, the range you can critically hit within expands by 1 (17-20,
16-20, and so on) per slot level above 1st.

Spellcasting (Barbarian) The Compendium of Forgotten Secrets Spellcasting (Barbarian) The Compendium of Forgotten Secrets
Greataxe Javelin Handaxe
Martial Melee Weapon Simple Melee Weapon Simple Melee Weapon

RANGE 5 ft RANGE 30/120 RANGE 20/60


ATTACK +5 vs AC ATTACK +5 vs AC ATTACK +5 vs AC
DAMAGE 1d12 + 3 slashing DAMAGE 1d6 + 3 piercing DAMAGE 1d6 + 3 slashing
Heavy, Two-Handed Thrown Light, Thrown
Greataxe Handaxe Handaxe
Weapons Weapons Weapons

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

Explorer’s Pack Javelin Javelin


Equipment Packs Weapons Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Javelin Javelin Shovel (1)


Weapons Weapons Adventuring Gear

2 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. Player’s Handbook


Pot, Iron (1) Clothes, Common Pouch
Adventuring Gear Adventuring Gear Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or


50 blowgun needles, among other things.

10 lb. Player’s Handbook 3 lb. Player’s Handbook 1 lb. Player’s Handbook

Smith’s Tools
Tools

Smith’s tools allow you to work metal, heating it to alter its


shape, repair damage, or work raw ingots into useful items.
Components. Smith’s tools include hammers, tongs,
charcoal, rags, and a Whetstone.
Arcana and History. Your expertise lends you ad ditional
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot
enough to make metal pliable, you can restore 10 hit points
to a damaged metal object for each hour of work.
SMITH’S TOOLS
Activity DC
Sharpen a dull blade 10
Repaira suit of armor 15
Sunder a nonmagical metal object 20

8 lbs. Player’s Handbook


Draconic Ancestry Draconic Ancestry (Blue) Breath Weapon
Racial Trait Racial Trait Racial Trait

You have draconic ancestry. Choose one type of dragon You can use your action to exhale destructive energy. Your
from the Draconic Ancestry table. Your breath weapon and draconic ancestry determines the size, shape, and damage
damage resistance are determined by the dragon type, as type of the exhalation.
shown in the table. When you use your breath weapon, each creature in the
DRACONIC ANCESTRY area of the exhalation must make a saving throw, the type
Dragon Damage Type Breath Weapon of which is determined by your draconic ancestry. The DC
Black Acid 5 by 30 ft. line (Dex. save) for this saving throw equals 8 + your Constitution modifier
Blue Lightning 5 by 30 ft. line (Dex. save) + your proficiency bonus. A creature takes 2d6 damage on
Brass Fire 5 by 30 ft. line (Dex. save) a failed save, and half as much damage on a successful one.
Bronze Lightning 5 by 30 ft. line (Dex. save) The damage increases to 3d6 at 6th level, 4d6 at 11th level,
Copper Acid 5 by 30 ft. line (Dex. save) and 5d6 at 16th level.
Gold Fire 15 ft. cone (Dex. save) After you use your breath weapon, you can’t use it again
Green Poison 15 ft. cone (Dex. save) until you complete a short or long rest.
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Dragonborn Player’s Handbook Draconic Ancestry Player’s Handbook Dragonborn Player’s Handbook

Damage Resistance Rage Unarmored Defense


Racial Trait Class Feature Class Feature

You have resistance to the damage type associated with In battle, you fight with primal ferocity. On your turn, you While you are not wearing any armor, your Armor Class
your draconic ancestry. can enter a rage as a bonus action. While raging, you gain equals 10 + your Dexterity modifier + your Constitution
the following benefits if you aren’t wearing heavy armor: modifier. You can use a shield and still gain this benefit.
• You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as shown in the
Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and
slashing damage.

If you are able to cast spells, you can’t cast them or


concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven’t
attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your
turn as a bonus action.
Once you have raged the number of times shown for
your barbarian level in the Rages column of the Barbarian
table, you must finish a long rest before you can rage again.

Dragonborn Player’s Handbook Barbarian Player’s Handbook Barbarian Player’s Handbook

Reckless Attack Danger Sense Primal Path


Class Feature Class Feature Class Feature

Starting at 2nd level, you can throw aside all concern for At 2nd level, you gain an uncanny sense of when things At 3rd level, you choose a path that shapes the nature of
defense to attack with fierce desperation. When you make nearby aren’t as they should be, giving you an edge when your rage. Choose the Path of the Berserker or the Path of
your first attack on your turn, you can decide to attack you dodge away from danger. the Totem Warrior, both detailed at the end of the class
recklessly. Doing so gives you advantage on melee weapon You have advantage on Dexterity saving throws against description. Your choice grants you features at 3rd level
attack rolls using Strength during this turn, but attack rolls effects that you can see, such as traps and spells. To gain and again at 6th, 10th, and 14th levels.
against you have advantage until your next turn. this benefit, you can’t be blinded, deafened, or
incapacitated.

Barbarian Player’s Handbook Barbarian Player’s Handbook Barbarian Player’s Handbook


Ancestral Origins Draconic Mythic Manifestation
Archetype Feature Archetype Feature Archetype Feature

At 3rd level, when you choose this path, you choose the The chosen ancestor associated with your origin is used by As ancient magic flows through you, physical traits of your
origin of your ancestor, either celestial, demonic, draconic, features you gain later. lineage emerge. Starting at 3rd level, whenever you cast a
or aberrant. You can speak, read, and write draconic and can weave spell, you regain hit points equal to three times spell slot’s
Choose one ancestor type from the Ancestral Origins their curses and oaths into your battle-cries. Additionally, level.
Table. The chosen ancestor associated with your origin is whenever you make a Charisma check when interacting
used by features you gain later. with a creature of your ancestors’ type, your proficiency
You can speak, read, and write the language of your bonus is doubled if it applies to the check.
ancestor and can weave their curses and oaths into your
battle-cries. Additionally, whenever you make a Charisma
check when interacting with a creature of your ancestors’
type, your proficiency bonus is doubled if it applies to the
check.
ANCESTRAL ORIGIN
Ancestor Damage Type Language
Celestial Thunder or Radiant Celestial
Demonic Necrotic or Poison Abyssal
Draconic Cold, Fire, or Lightning Draconic
Aberrant Psychic or Force Deep Speech

Path of Sacred Kin Xanathar’s Lost Notes to Everything Else Ancestral Origins Xanathar’s Lost Notes to Everything Else Path of Sacred Kin Xanathar’s Lost Notes to Everything Else

Supernatural Fury
Archetype Feature

At 3rd level, you can focus on the magic in your blood,


allowing you to concentrate your rage into the ancient
magic of your bloodline and enter a Supernatural Fury. You
gain the ability to cast and concentrate on spells, even
while raging, at the expense of your physical resistances.
When you enter your Supernatural Fury and you aren’t
wearing heavy armor, the following benefits replace the
benefits of the Rage feature:
• You gain a bonus to your AC equal to your Strength
modifier (minimum of +1).
• You have advantage on Constitution checks and saving
throws made to maintain concentration on a spell.
• You have resistance to magical damage and are
immune to the damage type you chose from your Ancestral
Origin.

Your Supernatural Fury lasts for 1 minute. It ends early if


you’re knocked unconscious or if your turn ends and you
haven’t attacked a hostile creature, cast a spell, or taken
damage since your last turn. You can end your Supernatural
Fury on your turn as a bonus action.

Path of Sacred Kin Xanathar’s Lost Notes to Everything Else

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