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Level 13 Goliath Barbarian, Path of the Wild Soul 120000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


The Nameless One
Athlete Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Great Weapon Master. On your turn, when you score a


STRENGTH Unarmored Defense (Barbarian) (17) 17 critical hit with a melee weapon or reduce a creature to 0
hit points with one, you can make one melee weapon
PROFICIENCY BONUS +5
23
SHIELD attack as a bonus action.Before you make a melee attack
AC with a heavy weapon that you are proficient with, you can
choose to take a - 5 penalty to the attack roll. If the attack
N
CIE C
hits, you add +10 to the attack’s damage.
+11 Strength
Y
PROFI


+6 Rage (Bonus Action—5/Long Rest). Advantage on Strength
+2 Dexterity checks and Strength Saves. A +3 to damage rolls with
✘ +10 Constitution ARMOR CLASS strength melee weapon attacks. You have resistance to
bludgeoning, piercing, and slashing damage.
DEXTERITY
-2 Intelligence
MAXIMUM HIT DICE TEMPORARY Unarmored Defense. While you aren’t wearing armor, your
15 +3 Wisdom

+2 Charisma
165 13d12 AC equals 17. You can use a shield and still gain this benefit.
Reckless Attack. When you make your first attack on your
CONDITIONAL
turn, you can decide to attack recklessly. Doing so gives you
+2 advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have
CURRENT HIT POINTS advantage until your next turn.
CONSTITUTION DEATH SAVING THROWS
Danger Sense. You have advantage on Dexterity saving
SAVING THROWS
throws against effects that you can see, such as traps and
20 N
CIE C

+7 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
spells. To gain this benefit, you can’t be blinded, deafened,
or incapacitated.
Y
PROFI


RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Path of the Wild Soul.
+5 -2 Arcana (Int) Extra Attack. You can attack twice, instead of once,
✘ +11 Athletics (Str) Resistances. Cold whenever you take the Attack action on your turn.
INTELLIGENCE +2 Deception (Cha) Fast Movement. Your speed increases by 10 feet while you
aren’t wearing heavy armor.

7 -2 History (Int)
+3 Insight (Wis)
Feral Instinct. You have advantage on initiative rolls. If you
are surprised at the beginning of combat and aren’t
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS incapacitated, you can act normally on your first turn, but
-2 -2 Investigation (Int)
only if you enter your rage before doing anything else on
that turn.
+3 Medicine (Wis) Stone's Endurance (1/Short Rest). When you take Brutal Critical. Two additional weapon damage die when
WISDOM
damage, you can use your reaction to roll a d12+5 determining the extra damage for a critical hit with a melee
-2 Nature (Int) and reduce the damage by that total. attack.

16 +3 Perception (Wis)
+2 Performance (Cha)
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight
Relentless Rage. If you drop to 0 hp while you’re raging
and don’t die outright, you can make a DC 10 Constitution
you can push, drag, or lift. saving throw. If you succeed, you drop to 1 hp instead.
+2 Persuasion (Cha)
+3 -2 Religion (Int)
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the DC
Mountain Born. You’re acclimated to high resets to 10.
+2 Sleight of Hand (Dex) altitude, including elevations above 20,000 feet.
CHARISMA Lingering Magic (5/Long Rest). You can cast Detect Magic.
+2 Stealth (Dex) Spellcasting: Constitution.

14 +3 Survival (Wis)
SKILLS
Wild Surge. When you rage, roll on the Wild Surge Table.
The save DC is 18
Magic Reserve (Action). Touch a creature and roll a d4. The
+2 13 PASSIVE PERCEPTION
creature regains an expended spell slot equal to the level
rolled. If the creature cannot regain the spell slot they gain
temporary HP equal to 5 times the number rolled. You take
ADVANTAGE

force damage equal to the number rolled.

INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS


Arcane Rebuke (Reaction). When you are forced to make a
saving throw while you are raging, deal 3d6 force damage
against the creature.
NAME RANGE ATTACK DAMAGE / TYPE
Greataxe +2 5 ft +13 vs AC 1d12+8 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Greataxe +3 5 ft +14 vs AC 1d12+9 slashing
Heavy, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land

Languages. Common, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 7'0" 280 lb.
GENDER AGE HEIGHT WEIGHT
The Nameless One
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your
blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen
tongues.

Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those
who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and
quite often cross paths with one another.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Echoes of Victory
You have attracted admiration among spectators,
fellow athletes, and trainers in the region that
hosted your past athletic victories. When visiting any
settlement within 100 miles of where you grew up,
there is a 50 percent chance you can find someone
there who admires you and is willing to provide
information or temporary shelter.Between
adventures, you might compete in athletic events
sufficient enough to maintain a comfortable lifestyle,
as per the "Practicing a Profession" downtime
activity.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Belt of Stone Giant Strength. While wearing this belt,
Greataxe +2 1 7 your Strength score changes to a score granted by the
[Greataxe +3] 1 7 belt. The item has no effect on you if your Strength
[Belt of Stone Giant Strength] 1 — without the belt is equal to or greater than the belt’s
score.
Six varieties of this belt exist, corresponding with and
having rarity according to the six kinds of true giants. The
belt of stone giant strength and the belt of frost giant
strength look different, but they have the same effect.

Greataxe +3. You have a +3 bonus to attack and damage


rolls made with this magic weapon.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 7000 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

154 lb / 690 lb 1380 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.
Detect Magic
1st-level divination (ritual)

CASTING TIME 1 action


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

For the duration, you sense the presence of magic within 30 feet of
you. If you sense magic in this way, you can use your action to see a
faint aura around any visible creature or object in the area that bears
magic, and you learn its school of magic, if any. The spell can
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Lingering Magic (Barbarian) Player’s Handbook


Greataxe +2 Greataxe +3
Martial Melee Weapon Martial Melee Weapon

RANGE 5 ft RANGE 5 ft
ATTACK +13 vs AC ATTACK +14 vs AC
DAMAGE 1d12+8 slashing DAMAGE 1d12+9 slashing
Heavy, Two-Handed Heavy, Two-Handed
Greataxe +2 Belt of Stone Giant Strength Greataxe +3
Weapons Wondrous Items Weapons

You have a +2 bonus to attack and damage rolls made with While wearing this belt, your Strength score changes to a You have a +3 bonus to attack and damage rolls made with
this magic weapon. score granted by the belt. The item has no effect on you if this magic weapon.
your Strength without the belt is equal to or greater than
the belt’s score.
Six varieties of this belt exist, corresponding with and
having rarity according to the six kinds of true giants. The
belt of stone giant strength and the belt of frost giant
strength look different, but they have the same effect.
Type Strength Rarity
Hill giant 21 Rare
Stone/frost giant 23 Very rare
Fire giant 25 Very rare
Cloud giant 27 Legendary
Storm giant 29 Legendary

7 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 7 lb. Dungeon Master’s Guide
Stone's Endurance Powerful Build Mountain Born
Racial Trait Racial Trait Racial Trait

You can focus yourself to occasionally shrug off injury. You count as one size larger when determining your You have resistance to cold damage. You’re also acclimated
When you take damage, you can use your reaction to roll a carrying capacity and the weight you can push, drag, or lift. to high altitude, including elevations above 20,000 feet.
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.

Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters

Great Weapon Master Rage Unarmored Defense


Feat Class Feature Class Feature

You’ve learned to put the weight of a weapon to your In battle, you fight with primal ferocity. On your turn, you While you are not wearing any armor, your Armor Class
advantage, letting its momentum empower your strikes. can enter a rage as a bonus action. While raging, you gain equals 10 + your Dexterity modifier + your Constitution
You gain the following benefits: the following benefits if you aren’t wearing heavy armor: modifier. You can use a shield and still gain this benefit.
• On your turn, when you score a critical hit with a • You have advantage on Strength checks and Strength
melee weapon or reduce a creature to 0 hit points with saving throws.
one, you can make one melee weapon attack as a bonus • When you make a melee weapon attack using
action. Strength, you gain a bonus to the damage roll that
• Before you make a melee attack with a heavy weapon increases as you gain levels as a barbarian, as shown in the
that you are proficient with, you can choose to take a - 5 Rage Damage column of the Barbarian table.
penalty to the attack roll. If the attack hits, you add +10 to • You have resistance to bludgeoning, piercing, and
the attack’s damage. 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.

Feat (12) Player’s Handbook Barbarian Player’s Handbook Barbarian Player’s Handbook

Reckless Attack Danger Sense Path of the Wild Soul


Class Feature Class Feature Archetype

Starting at 2nd level, you can throw aside all concern for At 2nd level, you gain an uncanny sense of when things The realm of the Feywild abounds with beauty,
defense to attack with fierce desperation. When you make nearby aren’t as they should be, giving you an edge when unpredictable emotion, and rampant magic. A barbarian
your first attack on your turn, you can decide to attack you dodge away from danger. exposed to this realm feels emotions powerfully and magic
recklessly. Doing so gives you advantage on melee weapon You have advantage on Dexterity saving throws against saturates their body. When a barbarian who follows this
attack rolls using Strength during this turn, but attack rolls effects that you can see, such as traps and spells. To gain path rages, it is a bellowing roar for freedom, an explosion
against you have advantage until your next turn. this benefit, you can’t be blinded, deafened, or of expression, manifesting in unpredictable ways.
incapacitated.

Barbarian Player’s Handbook Barbarian Player’s Handbook Primal Path Unearthed Arcana: Barbarian and Monk
Extra Attack Fast Movement Feral Instinct
Class Feature Class Feature Class Feature

Beginning at 5th level, you can attack twice, instead of Starting at 5th level, your speed increases by 10 feet while By 7th level, your instincts are so honed that you have
once, whenever you take the Attack action on your turn. you aren’t wearing heavy armor. advantage on initiative rolls.
Additionally, if you are surprised at the beginning of
combat and aren’t incapacitated, you can act normally on
your first turn, but only if you enter your rage before doing
anything else on that turn.

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

Brutal Critical Relentless Rage Lingering Magic


Class Feature Class Feature Archetype Feature

Beginning at 9th level, you can roll one additional weapon Starting at 11th level, your rage can keep you fighting At 3rd level, your body reacts to the presence of magic. You
damage die when determining the extra damage for a despite grievous wounds. If you drop to 0 hit points while can cast the detect magic spell without using a spell slot or
critical hit with a melee attack. you’re raging and don’t die outright, you can make a DC 10 components. Constitution is your spellcasting ability for this
This increases to two additional dice at 13th level and Constitution saving throw. If you succeed, you drop to 1 hit spell. You faintly glow a color corresponding to the school
three additional dice at 17th level. point instead. of magic you detect (you choose the colors).
Each time you use this feature after the first, the DC You can use this feature a number of times equal to your
increases by 5. When you finish a short or long rest, the DC Constitution modifier (minimum of once). You regain all
resets to 10. expended uses when you finish a long rest.

Barbarian Player’s Handbook Barbarian Player’s Handbook Path of the Wild Soul Unearthed Arcana: Barbarian and Monk

Wild Surge Magic Reserve Arcane Rebuke


Archetype Feature Archetype Feature Archetype Feature
Starting at 3rd level, magic erupts from you as you rage. When you enter your At 6th level, you can channel the magic surging inside you At 10th level, the magic crackling within your soul lashes
rage, roll on the Wild Surge table to determine the magical effect produced.
If the wild surge requires a saving throw, the DC equals 8 + your proficiency into other creatures. As an action, you can touch a creature out. When a creature forces you to make a saving throw
bonus + your Constitution modifier. and roll a d4. The creature recovers an expended spell slot while you are raging, you can use your reaction to deal 3d6
WILD SURGE
d8 Effect of a level equal to the number rolled. If the creature you force damage to that creature.
1 Necrotic energy bursts from you. Each creature within 30 feet of you takes touch can’t recover a spell slot of that level, the creature
1d10 necrotic damage, and you gain temporary hit points equal to the sum of the instead gains temporary hit points equal to five times the
necrotic damage dealt to the creatures
2 You teleport up to 20 feet to an unoccupied space you can see. Until your number rolled.
rage ends, you can activate this effect again on each of your turns as a bonus You take force damage equal to five times the number
action.
3 You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces rolled.
within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At When you reach 14th level in this class, you increase the
the end of your turn, all spirits explode and each creature within 5 feet of one or die to a d6.
more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
4 Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to
AC, and whenever a creature within 10 feet of you hits you with an attack, that
creature takes force damage equal to your Constitution modifier
5 Plant life temporarily grows around you: until your rage ends, the ground
within 10 feet of you is difficult terrain.
6 Arcane energy taps into the minds of those around you. Each creature within
30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the
creature’s thoughts, learning how it plans to attack you. As a result, the creature
has disadvantage on attack rolls against you until the start of your next turn.
7 Shadows weave around a weapon of your choice you are holding. Until your
rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing,
or piercing damage, and it gains the light and thrown properties with a normal
range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it,
the weapon dissipates and reappears in your hand at the end of your turn.
8 A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long
line. Each creature in the line must succeed on a Constitution saving throw or take
2d8 radiant damage and be blinded until the start of your next turn.

Path of the Wild Soul Unearthed Arcana: Barbarian and Monk Path of the Wild Soul Unearthed Arcana: Barbarian and Monk Path of the Wild Soul Unearthed Arcana: Barbarian and Monk

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