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Barbarian [Path of Faceless

Wild &Magic]
CLASS LEVEL(5) BACKGROUND PLAYER NAME
Chome (now robot)Habega
Kalashtar/Strength (Kalashtar
Chaotic
Variant)
Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 Ballsy, confident,gutsy,rational
+2 40/30
+2 ARMOR
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED

15 PERSONALITY TRAITS

Hit Point Maximum 59


✔ +5 Strength
DEXTERITY
+2 Dexterity

+2 ✔ +5 Constitution
CURRENT HIT POINTS IDEALS
+2 Intelligence

14 +1 Wisdom
+1 Charisma thanks to everyone i have
seen, loved, killed,you were
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
<3
BONDS
+2
+2 Acrobatics (Dex) SUCCESSES
5x(1d12+2) I can't see too well after battle
14 +1 Animal Handling (Wis) FAILURES
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ✔ +5 Athletics (Str)

+2 ✔ +4 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+2 History (Int) Costume
Javelin +5 1d6+2 piercing
14 +1 Insight (Wis) Disguise Kit
✔ +4 Intimidation (Cha) Longsword +5 1d8+2 slashing Explorer's Pack
WISDOM +2 Investigation (Int) robe of useful items
Crossbow, light +5 1d8+2 piercing
+1 Medicine (Wis)
+1
+2 Nature (Int) Number of Attacks: 2
+1 Perception (Wis)
13
+1 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
+2 Religion (Int)
+1 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
13 ✔ +4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


So there was this one
CP
time when i was doing
my meditation right?
SP
Tool Proficiencies: Disguise Kit And there was this gnat
that was bothering me
Weapon Proficiencies: Martial; EP so i sent out wild magic
Simple energy to go kill the
gnat, turned out the
GP 10 gnat was a band of
Armor Proficiencies: Light;
Medium; Shields merchants. I then gave
PP
reparations to the loved
Language Proficiencies: ones, who accepted
Common; Leonin; Quori me until they

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
many aegis forever patiently
AGE HEIGHT WEIGHT
Chome (now robot )Habega
hungry
CHARACTER NAME EYES SKIN HAIR

There's this cool tortle man


NAME
i almost killed, he didn't notice.
they were travelling somewhere
and i decided to help them off of
my mountain,,,, nicely of course
:/

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Often times I consider my multiplicity and whose story i'm supposed to


be telling
TELL MINE
and whenever i really get to pondering it I come to the realization that
BONEHEAD TELL MY STORY
the Tabaxi we once were was nothing and that the much older and
wiser entity that we once were
MEEEEEEEEEEEEEEE
has a much deeper and richer history. So I've decided to tell their story
FINALLLY
It alss starts at the begining of the universe when ao sepperated
the power of will and charisma from the material plane resulting in the
creation of the famous astral sea but also the less known but more
often travelled to dreaming dark,,,,

oh yee i became a robot recently, its a long story

TALK ABOUT ME!!

TREASURE CHARACTER BACKSTORY

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

Damage Resistances: psychic

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and
slashing damage (lasts 1 minute, use 3 times/long rest).

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

Dual Mind. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You
can use this trait immediately before or after you roll, but before any of the roll's effects occur.

Dual Personalities. Most of your fellow adventurers and the world know you as your persona. Those who seek to
learn more about you - your weaknesses, your origins, your purpose-find themselves stymied by your disguise.
Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your
disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change
appearances between your two personalities as often as you wish, using one to hide the other or serve as
convenient camouflage. However, should someone realize the connection between your persona and your true
self, your deception might lose its effectiveness.

Extra Attack. Attack twice when taking Attack action.

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

Magic Awareness. As an action, you can open your awareness to the presence of concentrated magic. Until the end
of your next turn, you know the location of any spell or magic item within 60 feet of you that isn t behind total
cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

Mental Discipline. You have resistance to psychic damage.

Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a
language with the creature for it to understand your telepathic messages, but the creature must be able to
understand at least one language or be telepathic itself.

As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak
telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you
and able to see you.

Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have
advantage on all ability checks you make with that skill.

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

Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do.
Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are
immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and
effects that put you to sleep, like the sleep spell.

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.

Wild Surge. The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on
the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
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