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Barbarian [Path of Outlander Podo

CLASS & LEVEL BACKGROUND PLAYER NAME


Derkan Bearpaw the totem warrior]
Goliath Neutral
CHARACTER NAME
(7)
RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 40/30
I'm driven by a wanderlust that led me
away from home.
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED I'm always picking things up, absently
fiddling with them, and sometimes
18 PERSONALITY TRAITS
accidentally breaking them.
73
Hit Point Maximum 99
+7 Strength
DEXTERITY Glory. I must earn glory in battle, for
+2 Dexterity myself and my clan.

+2 +5 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

14 0 Wisdom
I am the last of my tribe, and it is up to me
+1 Charisma
to ensure their names enter legend.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +2 Acrobatics (Dex) SUCCESSES Violence is my answer to almost any


15 0 Animal Handling (Wis)
7x challenge.
FAILURES

-1 Arcana (Int)
(1d12+2)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +7 Athletics (Str)

-1 +1 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Clothes, traveler’s
Javelin +7 1d6+4 piercing Explorer's Pack
9 0 Insight (Wis)
Hunting trap
+4 Intimidation (Cha) Greataxe +7 1d12+4 slashing Scale mail
WISDOM -1 Investigation (Int) Staff
0 Medicine (Wis)
Handaxe +7 1d6+4 slashing

0 -1 Nature (Int) Number of Attacks: 2


+3 Perception (Wis)
11
+1 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
-1 Religion (Int)

+1 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
12 +3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP

SP
Weapon Proficiencies: Martial; Simple

Armor Proficiencies: Light; Medium; Shields


EP

Language Proficiencies: Common; Giant;


Undercommon GP
10
PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
35 8 foot 240 pounds
AGE HEIGHT WEIGHT
Derkan Bearpaw none
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Derkan was born in the caves underneath the flag where a tribe of goliaths still lived not for long
since they didn't really have that much food in those parts they could only rely on whatever
animals were found or any berries but that still didn't stop them from living their life happily. They
slowly perished one by one because of the overexhaustion and the lack of food. Derkan was close
to dying as well but luckily he found an injured bear, he only had his greataxe that was gifted to
him by his elders for his coming of age ceremony. That's when he decided it's all or nothing so he
charged towards the bear and after a fierce fight he came out on top.
Yet he was grateful for the bear since if not for it he would've found his end here so he made a
new handle for his great axe that resembled the bear and he skinned the bear and used it as
armor. He then decided that there isn't anything left here for him to stay so he started hiking until
he reached the fortcity where he became a mercenary as well for he wants to die in glory than
pitifully from the old meat and so his story has started...

TREASURE CHARACTER BACKSTORY

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

Damage Resistances: cold

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage (lasts 1 minute, use 4
times/long rest).

-----------Other Traits------------
Apect of the beast. Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks
made to push, pull, lift, or break objects.

Danger Sense. Advantage on DEX saves against effects you can see.

Extra Attack. Attack twice when taking Attack action.

Fast Movement. Your speed increases to 40 when not heavily armored.

Feral Instinct. Advantage on initiative, surprise doesn't keep you from attacking if you enter rage.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.

Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon
attack against the attacking creature.
.

Spirit Seeker. Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the
ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your
Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Totem Spirit. At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an
amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes
that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the
eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in
place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point
maximum increases by an additional 2 hit points.

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