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Barbarian 7 xo_girlwonder

CLASS & LEVEL PLAYER NAME


Miri Rocksford
Stout Halfling Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +3 Dexterity
• +6 Constitution +3 16 75 --
+2 -1 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
14
+0 Charisma
Total 7d12 SUCCESSES
Saving Throw Modifiers
Resistances - Poison
DEXTERITY FAILURES
Advantage against being frightened
Advantage against poison

+3 Advantage on DEX against effects that you


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

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+3 +1

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

=== TOOLS ===


16 P +5 Athletics STR Lute
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
-1 History INT Common, Halfling, Kenderspeak
INTELLIGENCE
+1 Insight WIS
35 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 === slot, the level of which equals the number rolled or
+1 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
lower (the creature’s choice). Once a creature
receives this benefit, that creature can’t receive it
Help, Hide, Ready, Search, Use an Object, again until after a long rest.
-1 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise,
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Magic Awareness • 3 / Long Rest
As an action, you can open your awareness to the
+3 Stealth DEX Bolstering Magic • 3 / Long Rest presence of concentrated magic. Until the end of your
CHARISMA You can touch one creature (which can be next turn, you know the location of any spell or magic
P +4 Survival WIS
yourself) and confer one of the following benefits of item within 60 ft, of you that isn’t behind total cover.
When you sense a spell, you learn which school of
+0 your choice to that creature:
- For 10 minutes, the creature can roll a
<strong>d3</strong> whenever making an attack roll
magic it belongs to.

or an ability check and add the number rolled to the === BONUS ACTIONS ===
11 d20 roll. Rage • 4 / Long Rest
- Roll a d3. The creature regains one expended spell As a bonus action enter a rage for up to 1 minute
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Battleaxe, +1 +6 1d8+3 Slashing Martial, Versatile

Unarmed Strike +5 3 Bludgeoning


11 PASSIVE WISDOM (INSIGHT)

9 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 7 xo_girlwonder
CLASS & LEVEL PLAYER NAME
Miri Rocksford
Stout Halfling Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === | 3 / Long Rest • 1 Action


* Magic Awareness • TCoE
* Hit Points • PHB 47 As an action, you can open your awareness to the * Feral Instinct • PHB 49
presence of concentrated magic. Until the end of your You have advantage on initiative rolls. Also, if you are
* Proficiencies • PHB 47 next turn, you know the location of any spell or magic surprised at the beginning of combat but not
item within 60 ft. of you that isn’t behind total cover. incapacitated, you can act normally on your first turn if
* Rage • PHB 48 When you sense a spell, you learn which school of you enter a rage before doing anything else.
As a bonus action enter a rage for up to 1 minute (10 magic it belongs to.
rounds).
| 3 / Long Rest • 1 Action === STOUT HALFLING RACIAL TRAITS ===
You gain advantage on STR checks and saving throws
(not attacks), +2 melee damage with STR weapons, * Wild Surge • TCoE * Lucky • BR 28
resistance to bludgeoning, piercing, slashing damage. When you enter your rage, roll on the Wild Magic table When you roll a 1 on the d20 for an attack roll, ability
You can't cast or concentrate on spells while raging. to determine the magical effect produced. check, or saving throw, you can reroll the die and must
If the effect requires a saving throw, the DC equals 14. use the new roll.
Your rage ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile | Special * Brave • BR 28
creature since your last turn or taken damage since You have advantage on saving throws against being
then. You can also end your rage as a bonus action. * Ability Score Improvement • PHB 49 frightened.

| 4 / Long Rest • 1 Bonus Action * Extra Attack • PHB 49 * Halfling Nimbleness • BR 28


You can attack twice, instead of once, whenever you You can move through the space of any creature that
* Unarmored Defense • PHB 48 take the Attack action on your turn. is of a size larger than yours.
While not wearing armor, your AC equals 10 + DEX
modifier + CON modifier + any shield bonus. * Fast Movement • PHB 49 * Stout Resilience • BR 28
Your speed increases by 10 ft. while you aren't You have advantage on saving throws against poison,
* Reckless Attack • PHB 48 wearing heavy armor. and you have resistance against poison damage.
When you make your first attack on your turn, you can
decide to attack recklessly, giving you advantage on * Bolstering Magic • TCoE
melee weapon attack rolls using STR during this turn, As an action, you can touch one creature (which can
but attack rolls against you have advantage until your be yourself) and confer one of the following benefits of
next turn. your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever
* Danger Sense • PHB 48 making an attack roll or an ability check and add the
You have advantage on DEX saving throws against number rolled to the d20 roll.
effects that you can see while not blinded, deafened, - Roll a d3. The creature regains one expended spell
or incapacitated. slot, the level of which equals the number rolled or
lower (the creature’s choice). Once a creature receives
* Primal Path • PHB 48 this benefit, that creature can’t receive it again until
after a long rest.
| Path of Wild Magic

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Battleaxe, +1 1 4 lb. Waterskin 1 5 lb.

Javelin 4 8 lb.

SP 0 Quarterstaff 1 4 lb.

Shortbow 1 2 lb.
EP 0 Battleaxe 1 4 lb.

Backpack 1 5 lb.
GP 1,890 Clothes, Traveler's 1 4 lb.

Hunting Trap 1 25 lb.


PP 0 Pouch 1 1 lb.

Bedroll 1 7 lb.
WEIGHT CARRIED

111 lb. Mess Kit 1 1 lb.

ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

210 lb. Rope, Hempen (50 feet) 1 10 lb.

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

420 lb. Torch 10 10 lb.

EQUIPMENT

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.
Small
GENDER AGE SIZE HEIGHT WEIGHT
Miri Rocksford
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

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

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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