Character Sheet

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Brekum

Race: Dwarf

Class: Barbarian

Background: Soldier

Alignment: Chaotic Good

Level: 20

24

+7

Strength

● +13 Saving Throws

● +12 Athletics

16

+3

Dexterity

○ +3 Saving Throws

○ +3 Acrobatics

○ +3 Sleight of Hand

○ +3 Stealth

24

+7

Constitution

● +13 Saving Throws

14

+2

Intelligence

○ +2 Saving Throws

○ +2 Arcana

○ +2 History

○ +2 Investigation

○ +2 Nature

○ +2 Religion

14

+2

Wisdom

○ +2 Saving Throws

○ +2 Animal Handling

○ +2 Insight

○ +2 Medicine

● +8 Perception

● +8 Survival

16

+3

Charisma

○ +3 Saving Throws

○ +3 Deception

● +9 Intimidation

○ +3 Performance

○ +3 Persuasion

20

Armor Class

+3

Initiative

35

Speed

Hit Point Maximum: 266

93

Current Hit Points

Attacks

Great Axe

Range: 5ft

DC: +13

Damage: 1d12+7

roll20

Scorching Ray

Range: 120ft

DC: +6

Damage: 2d6 Fire

○○○/Long Rest

Fireball

Range: 150ft

Hit: Dex. 14

Damage: 8d6 Fire

○○○/Long Rest

Fissure

Range: 50ft

Hit: Dex. 14

Damage: 5d6 Bludgeoning

○/Long Rest

Combat Actions

Intimidating Presence

Frighten a creature that you can see within 30 ft. If it can see and hear you.

Hit: Wis. 17

Bonus Actions

Frenzy Attack

While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Rage

As a bonus action enter a rage for up to 1 minute.

You gain advantage on str. checks and saving throws, +4 melee damage with str. weapons, resistance to bludgeoning, piercing, slashing damage. You can’t cast or concentrate on spells while raging.

Your rage 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 as a bonus action.

●●○○○/Long Rest

Reactions

Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.


Inventory

6,349

Gold

133

Silver

163

Copper

Equipment

Axe of Earth and Fire

Attuned

A dull-brass and flame-red greataxe. Subtly crafted with two spells woven in to it. While wielding it in a rage you emit 6 ft. aura that deals 1d4 fire damage.

Earthquake – Once per long rest you may attack the ground in front of you causing a fissure to erupt in-front of you.

Fireball – Three times per long rest you may have the axehead irrupt into magical flames which you can hurl at your enemies.

Belt of Dwarven Kind

Dwarvish – You know Dwarvish.

Friend of Dwarvenkind – You have adv on cha. checks made to interact with dwarves and duergar. 
Toughness – Your con. increases by 2, to a max of 20.

While attuned to the belt, you have a 50% chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.

Ring of Scorching Ray

Attuned

Scorching Ray – Three times per long rest you may cast scorching ray.

Ring of Free Action

While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

Torc of Restoration

Attuned

This armband of woven gold can be used once a day as a bonus action to remove a condition currently afflicting you or else heal you for 4d4+4 HP. Using this ability expends one daily use of your rage.

Potion of Necrotic Resistance

When you drink this potion, you gain resistance to necrotic damage for 1 hour.

Bag of Holding

Lantern of Revealing

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Boots of the Winterlands

These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

Senses

Passive Perception: 18

Passive Investigation: 12

Passive Insight: 12

Dark Vision: 60ft

Advantage: Psn. and Dex.

Defenses: Psn. & Fire


Personality Traits

Brekum, through is years, has before more reflective than your average barbarian and a little bit softer spoken. Brekum is very fond of loot. He will see things through to the end for moral reasons, but they usually start for monetary reason.

Ideals

Worships Waukeen. Has build a little shrine in his room in her honor.

Bonds

Outside of his current adventuring company, Brekum has very little else to hold on to.

Flaws

Brekum a binding contract with a tavern in Arcanix to act as their Champion. At any time he may be challenged and instantly teleported to the tavern’s pocket-dimension for a duel to the death.


Features & Traits

Class Features

Unarmored Defense

While not wearing armor, your AC equals 10 + dex. modifier + con. modifier + any shield bonus.

Reckless Attack

When you make your st atk. on your turn, you can decide to atk. recklessly, giving you adv. on melee wpn. atk. rolls using STR during this turn, but atk. rolls against you have adv. until your next turn.

Danger Sense

You have advantage on dex. saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Your speed increases by 10 ft. while you aren’t wearing heavy armor.

Mindless Rage

You can’t be charmed or frightened while raging.

Feral Instinct

You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.

Brutal Critical

You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Relentless Rage

If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead.

The DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.

Indomitable Might

If your total for a str. check is less than your str. score, you can use that score in place of the total.

Species Features

Darkvision

You can see in darkness (shades of gray) up to 60 ft.

Dwarven Resilience

You have advantage on saves against poison and resistance against poison damage.

Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency

You gain proficiency with mason’s tools.

Stonecutting

Whenever you make an int. (his.) check related to the origin of stonework, you are considered proficient in the his. skill and add double your proficiency bonus to the check.

Dwarven Armor Training

You have proficiency with light and medium armor.

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