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Barbarian 20 ZehirTaumriel

CLASS & LEVEL PLAYER NAME


Curtis Riverwind
Goliath Folk Hero - Baldur’s Gate (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +16 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +6 Dexterity
• +16 Constitution +11 30 385 --
+10 +2 Intelligence
CLASS
+10 Wisdom INITIATIVE HIT POINTS
30
+5 Charisma
Total 20d12 SUCCESSES
Saving Throw Modifiers
Resistances - Cold
DEXTERITY FAILURES
Advantage against spells cast by creatures
within 5 feet of you

+6 Advantage on DEX against effects that you


can see while not blinded, deafened, or
incapacitated
DEFENSES HIT DICE DEATH SAVES

23 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +6 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
+10 P +16

+2
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


30 P +16 Athletics STR Cook's Utensils, Playing Card Set, Smith's
ABILITY SAVE DC Tools, Vehicles (Land)
+5 Deception CHA
+2 History INT === LANGUAGES ===
INTELLIGENCE
+10 Insight WIS Common, Solamnic
50 ft. (Walking)
+2 P +11 Intimidation CHA
+2 Investigation INT
15 +10 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +10 Perception WIS


+5 Performance CHA === ACTIONS === Frenzy Attack
+10 +5 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
While in a frenzy, you can make a single melee
weapon attack as a bonus action on each of your
Help, Hide, Ready, Search, Use an Object, turns after this one.
+2 Religion INT
30 Opportunity Attack, Grapple, Shove, Improvise,
+6 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Polearm Master - Bonus Attack
When you take the Attack action with a glaive,
+6 Stealth DEX Strixhaven Mascot (Teleport) • 1 / Long Rest halberd, quarterstaff, or spear, you can use a bonus
CHARISMA If your mascot familiar is within 60 ft. of you, you action to make a melee attack with the opposite end of
P +16 Survival WIS
can teleport and swap places with it as an action. If the weapon that uses the same ability modifier as the
primary attack and has a damage die of
+5 your destination space is too small for you to occupy,
the teleport fails and is wasted. You can teleport in this
way once per long rest unless you expend a 2nd level
<strong>d4</strong> (bludgeoning).

or higher spell slot to do it again. Rage


21 As a bonus action enter a rage for up to 1 minute
=== BONUS ACTIONS === (10 rounds).
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

25 PASSIVE WISDOM (PERCEPTION)


FIST OF RIVERWIND +19 1d6+13 Bludgeoning 25/25 Charges, Simple, Versatile

Hellfire Dart +16 1d4+10 Piercing Simple, Finesse, Thrown, Range (20/60)
20 PASSIVE WISDOM (INSIGHT)

Javelin of Lightning +16 1d6+10 Piercing +4d6 Lightning, 1 Charge, Simple, Thrown, Range (30/120)

17 PASSIVE INTELLIGENCE (INVESTIGATION)


Javelin of Lightning +16 1d6+10 Piercing +4d6 Lightning, 1 Charge, Simple, Thrown, Range (30/120)

Unknown 5 ft. Shadow Returning Dart, +3 +19 1d4+13 Piercing +2d6 Necrotic, +2d6 Psychic, 1 Charge, Simple, Finesse, Thrown, Range (20/60)

Unarmed Strike +16 1d4+10 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 20 ZehirTaumriel
CLASS & LEVEL PLAYER NAME
Curtis Riverwind
Goliath Folk Hero - Baldur’s Gate (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === | 1 Action


* Frenzy • PHB
* Hit Points • PHB 47 While raging, you can choose to frenzy. You can make * Relentless Rage • PHB 49
a single melee weapon attack as a bonus action on If you drop to 0 hit points while you’re raging and don’t
* Proficiencies • PHB 47 each of your turns after this one. When your rage die, you can make a DC 10 CON saving throw. If you
ends, you suffer one level of exhaustion. succeed, you drop to 1 hit point instead.
* Rage • PHB 48
As a bonus action enter a rage for up to 1 minute (10 | Frenzy Attack: 1 Bonus Action The DC increase by 5 each time you use this after the
rounds). first, resetting to 10 after a short or long rest.
* Ability Score Improvement • PHB 49
You gain advantage on STR checks and saving throws |
(not attacks), +4 melee damage with STR weapons, * Extra Attack • PHB 49
resistance to bludgeoning, piercing, slashing damage. You can attack twice, instead of once, whenever you * Retaliation • PHB
You can't cast or concentrate on spells while raging. take the Attack action on your turn. When you take damage from a creature that is within 5
feet of you, you can use your reaction to make a melee
Your rage ends early if you are knocked unconscious * Fast Movement • PHB 49 weapon attack against that creature.
or if your turn ends and you haven’t attacked a hostile Your speed increases by 10 ft. while you aren't
creature since your last turn or taken damage since wearing heavy armor. | 1 Reaction
then. You can also end your rage as a bonus action.
* Mindless Rage • PHB * Persistent Rage • PHB 49
| 1 Bonus Action You can’t be charmed or frightened while raging. Your rage ends early only if you fall unconscious or if
you choose to end it.
* Unarmored Defense • PHB 48 * Feral Instinct • PHB 49
While not wearing armor, your AC equals 10 + DEX You have advantage on initiative rolls. Also, if you are * Indomitable Might • PHB 49
modifier + CON modifier + any shield bonus. surprised at the beginning of combat but not If your total for a Strength check is less than your
incapacitated, you can act normally on your first turn if Strength score, you can use that score in place of the
* Reckless Attack • PHB 48 you enter a rage before doing anything else. total.
When you make your first attack on your turn, you can
decide to attack recklessly, giving you advantage on * Brutal Critical • PHB 49 * Primal Champion • PHB 49
melee weapon attack rolls using STR during this turn, You can roll three additional weapon damage dice Your Strength and Constitution scores increase by 4.
but attack rolls against you have advantage until your when determining the extra damage for a critical hit Your maximum for those scores is now 24.
next turn. with a melee attack.

* Danger Sense • PHB 48 * Intimidating Presence • PHB === GOLIATH RACIAL TRAITS ===
You have advantage on DEX saving throws against You can frighten a creature that you can see within 30
effects that you can see while not blinded, deafened, ft. If it can see and hear you, it must succeed on a WIS * Ability Score Increases • MotM 5
or incapacitated. saving throw (DC 19 or be frightened until the end of When determining your character’s ability scores,
your next turn. You can use your action to extend the increase one score by 2 and increase a different score
* Primal Path • PHB 48 duration of this effect each turn, unless it moves out of by 1, or increase three different scores by 1.
line of sight or more than 60 ft. away from you.
| Path of the Berserker | Increase two scores (+2 / +1) •

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Cube of Force 1 -- Backpack 1 5 lb.

Javelin of Lightning 1 2 lb. Smith's Tools 1 8 lb.

SP 0 Javelin of Lightning 1 2 lb. Shovel 1 5 lb.

Ring of Mind Shielding 1 -- Pot, Iron 1 10 lb.


EP 0 Figurine of Wondrous Power (Obsidian Steed) 1 -- Clothes, Common 1 3 lb.

Ring of Force Resistance 1 -- FIST OF RIVERWIND 1 4 lb.


GP 10 Hellfire Dart 1 0.25 lb. Shadow Returning Dart, +3 1 3 lb.

Absorbing Tattoo, Force 1 -- Bedroll 1 7 lb.


PP 0 Absorbing Tattoo, Cold 1 -- Mess Kit 1 1 lb.

Absorbing Tattoo, Fire 1 -- Rations (1 day) 10 20 lb.


WEIGHT CARRIED

96.45 lb. Absorbing Tattoo, Necrotic 1 -- Rope, Hempen (50 feet) 1 10 lb.

ENCUMBERED Absorbing Tattoo, Poison 1 -- ATTUNED MAGIC ITEMS QTY WEIGHT

900 lb. Absorbing Tattoo, Psychic 1 -- Cube of Force 1 --

PUSH/DRAG/LIFT Absorbing Tattoo, Radiant 1 -- Ring of Mind Shielding 1 --

1800 lb. Absorbing Tattoo, Thunder 1 -- FIST OF RIVERWIND 1 4 lb.

EQUIPMENT

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Barbarian 20 ZehirTaumriel
CLASS & LEVEL PLAYER NAME
Curtis Riverwind
Goliath Folk Hero - Baldur’s Gate (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Increase one of these scores by 2 and a different incapacitado. Si tienes 0 puntos de golpe al comienzo * Keen Mind • PHB 167
score by 1. de tu turno, en lugar de esto, te estabilizas Increase your INT score by 1. You always know which
automáticamente sin necesidad de hacer tiradas de way is north, the number of hours left before the next
* Languages • MotM 5 salvación por muerte. sunrise or sunset, and can accurately recall anything
Your character can speak, read, and write Common you have seen or heard within the past month.
and one other language that you and your DM agree is * Grappler • BR 167
appropriate for the character. You have advantage on attack rolls against a creature * Mage Slayer • PHB 168
you are grappling. You can use your action to try to pin When a creature within 5 ft. of you casts a spell, you
* Creature Type • MotM 21 a creature grappled by you by making another grapple can use your reaction to make a melee weapon attack
You are a Humanoid. check. If you succeed, you and the creature are both against that creature, and when you damage a
restrained until the grapple ends. creature that is concentrating on a spell, that creature
* Size • MotM 21 has disadvantage on the saving throw it makes to
You are Medium. | Grappling Pin: 1 Action maintain its concentration. You also have advantage
on saving throws against spells cast by creatures
* Speed • MotM 21 * Alert • PHB 165 within 5 ft. of you.
Your walking speed is 30 ft. You gain a +5 bonus to initiative, you can't be
surprised while you are conscious, and other creatures | Mage Slayer Attack: 1 Reaction
* Little Giant • MotM 21 don’t gain advantage on attack rolls against you as a
You’re proficient with Athletics and you count as one result of being unseen by you. * Martial Adept • PHB 168
size larger when determining your carrying capacity You learn two maneuvers of your choice from among
and the weight you can push, drag, or lift. * Defensive Duelist • PHB 165 those available to the Battle Master archetype in the
When you are wielding a finesse weapon with which fighter class. If a maneuver you use requires your
* Mountain Born • MotM 21 you are proficient and another creature hits you with a target to make a saving throw to resist the maneuver's
You have resistance to cold damage and naturally melee attack, you can use your reaction to add 6 to effects, the saving throw DC is 24. You gain one
acclimate to high altitudes even if you’ve never been to your AC for that attack. superiority die per short rest, which is a d6, that is
one. This includes elevations above 20,000 ft. used to fuel your maneuvers.
| 1 Reaction
* Stone’s Endurance • MotM 21 | Riposte • PHB
When you take damage, you can use your reaction to * Durable • PHB 166 When a creature misses you with a melee attack, you
reduce the damage taken by Increase your CON score by 1. When you roll a Hit Die can use your reaction and expend one superiority die
<strong>1d12</strong>+10. You can use this trait 6 to regain HP, the min HP you regain from the roll to make a melee weapon attack against it (add the
times per long rest. equals 20. superiority die to the attack’s damage roll on hit).

| 6 / Long Rest • 1 Reaction * Inspiring Leader • PHB 167 | Trip Attack • PHB
You can spend 10 minutes inspiring your companions. When you hit with a weapon attack, you can expend
Choose up to 6 allies (including yourself) that can see one superiority die to add the total to the damage roll,
=== FEATS === or hear and can understand you within 30 ft. Each and if the target is Large or smaller, it must make a
creature gains 25 temp HP once per short rest. STR saving throw (DC 24). On failure, you knock the
* Rasgo Divino "Regeneración Heroica" • target prone.
Al inicio de tu turno, recuperas 5 puntos de golpe si | 10 Minutes
tienes al menos 1 punto de golpe y no estás | 1 / Short Rest • No Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

Tinderbox 1 1 lb.

Torch 10 10 lb.

Waterskin 1 5 lb.

ADDITIONAL EQUIPMENT

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Barbarian 20 ZehirTaumriel
CLASS & LEVEL PLAYER NAME
Curtis Riverwind
Goliath Folk Hero - Baldur’s Gate (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

added to any superiority dice you have from another


| Maneuvers: Riposte: 1 Reaction | Polearm Master - Bonus Attack: 1 Bonus Action source). This die is used to fuel your maneuvers. A
superiority die is expended when you use it. You
| Maneuvers: Trip Attack: Special | Polearm Master - Opportunity Attack: 1 Reaction regain your expended superiority dice when you finish
a short or long rest.
* Mobile • PHB 168 * Skilled • PHB 170
Your speed increases by 10 feet. When you use the You gain proficiency in any combination of three skills * Fey Touched (Wisdom) •
Dash action, difficult terrain doesn't cost you extra or tools of your choice. You learn the misty step spell and one 1st-level
movement on that turn. When you make a melee divination/enchantment spell of your choice and can
attack against a creature, you don't provoke * Tavern Brawler • PHB 170 cast each of these spells without expending a spell
opportunity attacks from that creature for the rest of Increase your STR or CON score by 1. You are slot, recharging on a long rest.
the turn, whether you hit or not. proficient with improvised weapons. Your unarmed You can also cast these spells using spell slots you
strike uses a d4 for damage. When you hit a creature have of the appropriate level.
* Mounted Combatant • PHB 168 with an unarmed strike or an improvised weapon on
While you are mounted and aren't incapacitated, you your turn, you can use a bonus action to attempt to * Strixhaven Mascot • SACoC 37
have advantage on melee attack rolls against any grapple the target. You have learned how to summon a Strixhaven
unmounted creature that is smaller than your mount. mascot to assist you, granting you these benefits:
You can force an attack targeted at your mount to | Tavern Brawler Strike: 1 Action - You can cast <em>Find Familiar</em> as a ritual
target you instead. If your mount is subjected to an and can summon a mascot based on the college you
effect that allows it to make a DEX saving throw to | Tavern Brawler Grapple: 1 Bonus Action chose for Strixhaven Initiate: Spirit Statue Mascot
take only half damage, it instead takes no damage if it (Lorehold), Art Elemental Mascot (Prismari), Fractal
succeeds on the saving throw, and only half damage if * Tough • PHB 170 Mascot (Quandrix), Inkling Mascot (Silverquill), or Pest
it fails. Your HP maximum increases by 40. Mascot (Witherbloom).
- When you take the Attack action, you can replace
* Observant • PHB 168 * Savage Attacker • PHB 169 one of your attacks and let your mascot familiar make
Increase your INT or WIS score by 1. If you can see a Once per turn when you roll damage for a melee one attack with its reaction.
creature's mouth while it is speaking a language you weapon attack, you can reroll the weapon’s damage - If your mascot familiar is within 60 ft. of you, you can
understand, you can interpret what it's saying by dice and use either total. teleport and swap places with it as an Action. If the
reading its lips. You have a +5 bonus to your passive destination is too small for you, the teleport fails and is
Perception and passive Investigation scores. * Fighting Initiate • TCoE 80 wasted. You can teleport this way once per long rest
You learn one Fighting Style option of your choice from unless you expend a 2nd level spell slot or higher to do
* Polearm Master • PHB 168 the fighter class. it again.
When you take the Attack action with only a glaive,
halberd, quarterstaff, or spear, you can use a bonus | Superior Technique • TCoE 41 | Strixhaven Mascot (Teleport): 1 / Long Rest • 1
action to make a melee attack with the opposite end of You learn one maneuver of your choice from among Action
the weapon that uses the same ability modifier as the those available to the Battle Master archetype. If a
primary attack and has a damage die of d4 maneuver you use requires your target to make a | Strixhaven Mascot (Familiar Reaction): 1 Action
(bludgeoning). While you are wielding a glaive, saving throw to resist the maneuver’s effects, the
halberd, pike, quarterstaff, or spear, other creatures saving throw DC equals 8 + your proficiency bonus +
provoke an opportunity attack from you when they your Strength or Dexterity modifier (your choice).
enter your reach. You gain one superiority die, which is a d6 (this die is

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 133 Medium 202 150
GENDER AGE SIZE HEIGHT WEIGHT
Curtis Riverwind Neutral Mishakal White Blue and Glow Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies === I was, in fact, raised by wolves.


I feel far more comfortable around animals than
Pueblo de Riverwind people.
I judge people by their actions, not their words.
If someone is in trouble, I’m always ready to lend help.

PERSONALITY TRAITS

Nature. The natural world is more important than all the


constructs of civilization. (Neutral)
Respect. People deserve to be treated with dignity and
respect. (Good)

IDEALS

I will bring terrible wrath down on the evildoers who destroyed my


homeland.
I protect those who cannot protect themselves.

BONDS

I am slow to trust members of other


races, tribes, and societies.
I have a weakness for the vices of the
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL ===

O Hex <C> Fey Touched (Wisdom) -- 1BA 90 ft. V,S,M Concentration, up to 1 hour PHB 251 1/LR, D: 1h, V/S/M

O Find Familiar [R] Strixhaven Mascot -- 1h + 10m 10 ft. V,S,M Instantaneous PHB 240 V/S/M

=== 2nd LEVEL ===

O Misty Step Fey Touched (Wisdom) -- 1BA Self V Instantaneous PHB 260 1/LR, V

=== 6th LEVEL ===

O Enlarge/Reduce <C> FIST OF RIVERWIND CON 14 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 237 D: 1m, V/S/M

SPELLS

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