You are on page 1of 7

Level 3 Human Barbarian (2) / Sorcerer, Giant Soul (1) 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Averell
Far Traveler Neutral Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Menacing (Attack). You can attempt to demoralize


STRENGTH Unarmored Defense (Barbarian) (11) 11 one humanoid you can see within 30 feet of you
that can see and hear you. Make a Charisma
PROFICIENCY BONUS +2
15
SHIELD
AC (Intimidation) check contested by the target’s
Wisdom (Insight) check. If your check succeeds, the
N
CIE C
target is frightened until the end of your next turn.
+4 Strength If your check fails, the target can’t be frightened by
Y
PROFI


+2 you in this way for 1 hour.
-1 Dexterity
✘ +4 Constitution ARMOR CLASS Rage (Bonus Action—2/Long Rest). Advantage on
DEXTERITY
+0 Intelligence
Strength checks and Strength Saves. A +2 to damage
MAXIMUM HIT DICE TEMPORARY rolls with strength melee weapon attacks. You have
8 +1 Wisdom

+2 Charisma
30 2d12/1d6 resistance to bludgeoning, piercing, and slashing
damage.
CONDITIONAL
Unarmored Defense. While you aren’t wearing
-1 armor, your AC equals 11. You can use a shield and
still gain this benefit.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Reckless Attack. When you make your first attack
SAVING THROWS
on your turn, you can decide to attack recklessly.
14 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION attack rolls against you have advantage until your
+1 Animal Handling (Wis)
next turn.
+2 +0 Arcana (Int)
Danger Sense. You have advantage on Dexterity
✘ +4 Athletics (Str)
saving throws against effects that you can see, such
INTELLIGENCE +2 Deception (Cha) as traps and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated.
10 ✘
+0 History (Int)
+3 Insight (Wis) Giant Soul. Your power comes from the gifts
imparted by the giants.
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int) Jotun Resilience. Your hit point maximum increases
by 1, and it increases by 1 again whenever you gain
+1 Medicine (Wis)
a level in this class.
WISDOM ✘ +2 Nature (Int)
Mark of the Ordning.
13 ✘ +3 Perception (Wis)
+2 Performance (Cha)
Cloud Giant.

+2 Persuasion (Cha)
+1 +0 Religion (Int)
-1 Sleight of Hand (Dex)
CHARISMA -1 Stealth (Dex)

15 ✘ +3 Survival (Wis)
SKILLS

+2 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Flute 5 ft +4 vs AC +2

FEATURES & TRAITS


Greataxe 5 ft +4 vs AC 1d12+2 slashing
Heavy, Two-Handed

Handaxe 20/60 +4 vs AC 1d6+2 slashing Armor Proficiencies. Light Armor, Medium Armor,
Light, Thrown
Shields

Javelin 30/120 +4 vs AC 1d6+2 piercing Weapon Proficiencies. Simple Weapons, Martial


Thrown Weapons

Tool Proficiencies. Flute

Languages. Common, Giant, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 47 6'4" 90 lb.
GENDER AGE HEIGHT WEIGHT
Averell Green Fair White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

I have different assumptions from those around me You aren't one of those folk.
concerning personal space, blithely invading others'
space in innocence, or reacting to ignorant invasion You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
of my own.
I express affection or contempt in ways that are are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
unfamiliar to others. few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Suspicious. I must be careful, for I have no way of some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
telling friend from foe here. (Any) token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

IDEAL

Though I had no choice, I lament having to leave my


loved one(s) behind. I hope to see them again one
day.

BOND

I pretend not to understand the local language in


order to avoid interactions I would rather not have.

FLAW BACKGROUND STORY

Very very bushy beard.


Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

BACKGROUND FEATURE

A scrap of cloth from an old banner

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Quartz Jewel (10 gp). It's craftsmanship remind you of
Clothes, Traveler’s 1 4 your hometown. It's special to you
Case, Map or Scroll 1 1
Explorer’s Pack 1 10
Flute 1 1
[Greataxe] 1 7
Handaxe 2 4
Javelin 4 8

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Quartz Jewel (10 gp) 1 —

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 5 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

35.1 lb / 225 lb 450 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.
Charisma +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Giant Soul

CANTRIPS Fire Bolt Frostbite


Glacial Blade Gust Minor Illusion

1ST LEVEL 2 SPELL SLOTS ● Burning Hands ● Feather Fall


● Fog Cloud
Fire Bolt Frostbite Glacial Blade
Evocation Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 60 feet RANGE 5 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, M (a weapon)

You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see As part of the action used to cast this spell, you must make a melee
ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a attack with a weapon against one creature within the spell’s range,
fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has otherwise the spell fails. On a hit, the target suffers the attack’s
being worn or carried. disadvantage on the next weapon attack roll it makes before the end normal effects, and it becomes encased in a sheath of ice until the
This spell’s damage increases by 1d10 when you reach 5th level of its next turn. start of your next turn. If the target uses its action to make a weapon
(2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level attack, it immediately takes 1d8 cold damage, and the spell ends.
(2d6), 11th level (3d6), and 17th level (4d6). At 5th level, the melee attack deals an extra 1d8 cold damage to
the target, and the damage the target takes for making a weapon
attack increases to 2d8. Both damage rolls increase by 1d8 at 11th
level and 17th level.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Grimlore’s Grimoire

Gust Minor Illusion Burning Hands


Transmutation Cantrip Illusion Cantrip 1st-level evocation

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


RANGE 30 feet RANGE 30 feet RANGE Self (15-foot cone)
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS S, M (a bit of fleece) COMPONENTS V, S

You seize the air and compel it to create one of the following effects You create a sound or an image of an object within range that lasts As you hold your hands with thumbs touching and fingers spread, a
at a point you can see within range. for the duration. The illusion also ends if you dismiss it as an action or thin sheet of flames shoots forth from your outstretched fingertips.
• One Medium or smaller creature that you choose must succeed cast this spell again. If you create a sound, its volume can range from Each creature in a 15-foot cone must make a Dexterity saving throw.
on a Strength saving throw or be pushed up to 5 feet away from you. a whisper to a scream. It can be your voice, someone else’s voice, a A creature takes 3d6 fire damage on a failed save, or half as much
• You create a small blast of air capable of moving one object that lion’s roar, a beating of drums, or any other sound you choose. The damage on a successful one. The fire ignites any flammable objects in
is neither held nor carried and that weighs no more than 5 pounds. sound continues unabated throughout the duration, or you can make the area that aren’t being worn or carried.
The object is pushed up to 10 feet away from you. It isn’t pushed discrete sounds at different times before the spell ends. If you create At Higher Levels. When you cast this spell using a spell slot of 2nd
with enough force to cause damage. an image of an object—such as a chair, muddy footprints, or a small level or higher, the damage increases by 1d6 for each slot level above
• You create a harmless sensory affect using air, such as causing chest—it must be no larger than a 5-foot cube. The image can’t 1st.
leaves to rustle, wind to slam shutters shut, or your clothing to ripple create sound, light, smell, or any other sensory effect. Physical
in a breeze. interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Sorcerer) Xanathar’s Guide to Everything Cloud Giant (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook

Feather Fall Fog Cloud


1st-level transmutation 1st-level conjuration

CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet
DURATION 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S

Reaction: When you or a creature within 60 feet of you falls Choose You create a 20-foot-radius sphere of fog centered on a point within
up to five falling creatures within range. A falling creature’s rate of range. The sphere spreads around corners, and its area is heavily
descent slows to 60 feet per round until the spell ends. If the creature obscured, It lasts for the duration or until a wind of moderate or
lands before the spell ends, it takes no falling damage and can land greater speed (at least 10 miles per hour) disperses it.
on its feet, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the radius of the fog increases by 20 feet for each slot
level above 1st.

Spellcasting (Sorcerer) Player’s Handbook Cloud Giant (Sorcerer) Player’s Handbook


Clothes, Traveler’s Case, Map or Scroll Explorer’s Pack
Adventuring Gear Adventuring Gear Equipment Packs

This cylindrical leather case can hold up to ten rolled-up Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
sheets of paper or five rolled-up sheets of parchment. torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

4 lb. Player’s Handbook 1 lb. Player’s Handbook 10 lbs. Player’s Handbook

Quartz Jewel Flute Greataxe


Treasure Musical Instruments Weapons

Transparent pale blue. If you have proficiency with the flute, you can add your
proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.

Dungeon Master’s Guide 1 lbs. Player’s Handbook 7 lb. Player’s Handbook

Handaxe Handaxe Javelin


Weapons Weapons Weapons

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


Javelin Javelin Javelin
Weapons Weapons Weapons

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

You might also like