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Barbarian 5 8bmm59rr6d

CLASS & LEVEL PLAYER NAME


Karlach
Tiefling Soldier - Baldur’s Gate 6500
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +6 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +5 Constitution +1 13 50 --
+3 -1 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
17
+0 Charisma
Total 5d12 SUCCESSES
Saving Throw Modifiers
Resistances - Fire
DEXTERITY FAILURES
Advantage on DEX
+1 against effects that you
can see while not
DEFENSES HIT DICE DEATH SAVES

blinded, deafened, or
13 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+2 P +4

-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


15 P +6 Athletics STR Dice Set, Vehicles (Land)
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
-1 History INT Common, Infernal
INTELLIGENCE
+1 Insight WIS
40 ft. (Walking)
-1 P +3 Intimidation CHA
-1 Investigation INT
8 +1 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


+0 Performance CHA === ACTIONS ===
+1 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
You gain advantage on STR checks and saving
throws (not attacks), +2 melee damage with STR
Help, Hide, Ready, Search, Use an Object, weapons, resistance to bludgeoning, piercing,
-1 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise, slashing damage. You can't cast or concentrate on
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object spells while raging.

+1 Stealth DEX === BONUS ACTIONS === Your rage ends early if you are knocked unconscious
CHARISMA Frenzy Attack or if your turn ends and you haven’t attacked a hostile
+1 Survival WIS
While in a frenzy, you can make a single melee creature since your last turn or taken damage since
then. You can also end your rage as a bonus action.
+0 weapon attack as a bonus action on each of your
turns after this one.

Rage • 3 / Long Rest


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

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Greataxe +6 1d12+3 Slashing Martial, Heavy, Two-Handed

Javelin +6 1d6+3 Piercing Simple, Thrown, Range (30/120)


11 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +6 4 Bludgeoning


9 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 5 8bmm59rr6d
CLASS & LEVEL PLAYER NAME
Karlach
Tiefling Soldier - Baldur’s Gate 6500
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === check. If you succeed, you and the creature are both
* Frenzy • PHB restrained until the grapple ends.
* Hit Points • PHB 47 While raging, you can choose to frenzy. You can make
a single melee weapon attack as a bonus action on | Grappling Pin: 1 Action
* Proficiencies • PHB 47 each of your turns after this one. When your rage
ends, you suffer one level of exhaustion.
* Rage • PHB 48
As a bonus action enter a rage for up to 1 minute (10 | Frenzy Attack: 1 Bonus Action
rounds).
* Ability Score Improvement • PHB 49
You gain advantage on STR checks and saving throws
(not attacks), +2 melee damage with STR weapons, * Extra Attack • PHB 49
resistance to bludgeoning, piercing, slashing damage. You can attack twice, instead of once, whenever you
You can't cast or concentrate on spells while raging. take the Attack action on your turn.

Your rage ends early if you are knocked unconscious * Fast Movement • PHB 49
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.
then. You can also end your rage as a bonus action.

| 3 / Long Rest • 1 Bonus Action === TIEFLING RACIAL TRAITS ===

* Unarmored Defense • PHB 48 * Darkvision • BR 43


While not wearing armor, your AC equals 10 + DEX You can see in darkness (shades of gray) up to 60 ft.
modifier + CON modifier + any shield bonus.
* Hellish Resistance • BR 43
* Reckless Attack • PHB 48 You have resistance to fire damage.
When you make your first attack on your turn, you can
decide to attack recklessly, giving you advantage on * Infernal Legacy • BR 43
melee weapon attack rolls using STR during this turn, You know the thaumaturgy cantrip. [3rd] You can cast
but attack rolls against you have advantage until your hellish rebuke (2nd) once per long rest. [5th] You can
next turn. cast darkness once per long rest. CHA is your
spellcasting ability.
* Danger Sense • PHB 48
You have advantage on DEX saving throws against
effects that you can see while not blinded, deafened, === FEATS ===
or incapacitated.
* Grappler • BR 167
* Primal Path • PHB 48 You have advantage on attack rolls against a creature
you are grappling. You can use your action to try to pin
| Path of the Berserker a creature grappled by you by making another grapple

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb.

Javelin 4 8 lb.

SP 0 Greataxe 1 7 lb.

Backpack 1 5 lb.
EP 0 Clothes, Common 1 3 lb.

Bedroll 1 7 lb.
GP 0 Mess Kit 1 1 lb.

Rations (1 day) 10 20 lb.


PP 0 Rope, Hempen (50 feet) 1 10 lb.

Tinderbox 1 1 lb.
WEIGHT CARRIED

90 lb. Torch 10 10 lb.

ENCUMBERED Waterskin 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

255 lb.
PUSH/DRAG/LIFT

510 lb.

EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Karlach
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies === Karlach is overwhelmed by her good fortune at every turn:
she had given up on leaving Hell, but now finds old scars
Hell isn’t done with Karlach yet. Ever since might heal after all.
reaching the Material Plane, she’s found the
engine in her body is behaving strangely. She
wishes to make an ally of an infernal mechanic
who can dial down the blaze. PERSONALITY TRAITS

=== Organizations ===


Karlach hasn’t lived in a long time, and
The old boss she worked for back in Baldur’s Gate feels she has a lot of catching up to
might have changed a lot in the last decade, but
Karlach is sure he will still be up to the same old
do. Any experience, any sensation,
sins. She swears to put him through worse than IDEALS
Hell.

The Archdevil Zariel still values


Karlach as one of her prize inventions,
and the engine in her body is a
BONDS

Her own mechanical heart is what


allows Karlach to turn any battle into
wrath’s inferno, but she burns herself
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Fresh-escaped from Hell, Karlach is finally free of


the Archdevil Zariel – but not from the infernal
engine Zariel planted in her chest. With her first
taste of freedom in ten years, Karlach is eager to
find a fix for the engine that’s burning hotter and
hotter before it burns her out completely. But even
more premiere in her mind? Exploring, finding
like–minded travelers, falling in love (or lust)... and
taking revenge on the man who sold her to Zariel
all those years ago.

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
=== CANTRIPS === (At Will)

O Thaumaturgy Infernal Legacy -- 1A 30 ft. V 1 minute PHB 282 D: 1m, V

=== 2nd LEVEL ===

O Hellish Rebuke Infernal Legacy DEX 11 1R 60 ft. V,S Instantaneous PHB 250 1/LR, V/S

O Darkness <C> Infernal Legacy -- 1A 60 ft./15 ft. Sphere V,M Concentration, up to 10 minutes PHB 230 1/LR, D: 10m, 15 ft. Sphere, V/M

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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