Level 4 Human Barbarian, Path of the Berserker 2700
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Shade
Outlander Neutral Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Charger. When you use your action to Dash, you
STRENGTH Unarmored Defense (Barbarian) (13) 13 can use a bonus action to make one melee weapon
attack or to shove a [Link] you move at least 10
PROFICIENCY BONUS +2
16
SHIELD
AC feet in a straight line immediately before taking this
bonus action, you either gain a +5 bonus to the
N
CIE C
attack’s damage roll (if you chose to make a melee
+5 Strength attack and hit) or push the target up to 10 feet away
Y
PROFI
✘
+3 from you (if you chose to shove and you succeed).
+2 Dexterity
✘ +3 Constitution ARMOR CLASS Rage (Bonus Action—3/Long Rest). Advantage on
DEXTERITY
+0 Intelligence
Strength checks and Strength Saves. A +2 to damage
MAXIMUM HIT DICE TEMPORARY rolls with strength melee weapon attacks. You have
14 +1 Wisdom
+1 Charisma
43 4d12 resistance to bludgeoning, piercing, and slashing
damage.
CONDITIONAL
Unarmored Defense. While you aren’t wearing
+2 armor, your AC equals 13. You can use a shield and
still gain this benefit.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Reckless Attack. When you make your first attack
SAVING THROWS
on your turn, you can decide to attack recklessly.
12 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION attack rolls against you have advantage until your
+1 Animal Handling (Wis)
next turn.
+1 +0 Arcana (Int)
Danger Sense. You have advantage on Dexterity
✘ +5 Athletics (Str)
saving throws against effects that you can see, such
INTELLIGENCE +1 Deception (Cha) as traps and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated.
10 ✘
+0 History (Int)
+3 Insight (Wis) Frenzy. For the duration of your rage you can make
a single melee weapon attack as a bonus action on
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS each of your turns after this one. When your rage
+0 +0 Investigation (Int) ends, you suffer one level of exhaustion.
+1 Medicine (Wis)
WISDOM ✘ +2 Nature (Int)
12 ✘ +3 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+1 +0 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
12 ✘ +3 Survival (Wis)
SKILLS
+1 13 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Greataxe 5 ft +5 vs AC 1d12+3 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Dagger 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Flute
Languages. Common, Elvish, Orc
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Shade
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Greataxe] 1 7
Dagger 1 1
Javelin 4 8
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 10 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
75.2 lb / 240 lb 480 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charger Rage Unarmored Defense
Feat Class Feature Class Feature
When you use your action to Dash, you can use a bonus In battle, you fight with primal ferocity. On your turn, you While you are not wearing any armor, your Armor Class
action to make one melee weapon attack or to shove a can enter a rage as a bonus action. While raging, you gain equals 10 + your Dexterity modifier + your Constitution
creature. the following benefits if you aren’t wearing heavy armor: modifier. You can use a shield and still gain this benefit.
If you move at least 10 feet in a straight line immediately • You have advantage on Strength checks and Strength
before taking this bonus action, you either gain a +5 bonus saving throws.
to the attack’s damage roll (if you chose to make a melee • When you make a melee weapon attack using
attack and hit) or push the target up to 10 feet away from Strength, you gain a bonus to the damage roll that
you (if you chose to shove and you succeed). increases as you gain levels as a barbarian, as shown in the
Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It 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 on your
turn as a bonus action.
Once you have raged the number of times shown for
your barbarian level in the Rages column of the Barbarian
table, you must finish a long rest before you can rage again.
Human Variant Player’s Handbook Barbarian Player’s Handbook Barbarian Player’s Handbook
Reckless Attack Danger Sense Frenzy
Class Feature Class Feature Archetype Feature
Starting at 2nd level, you can throw aside all concern for At 2nd level, you gain an uncanny sense of when things Starting when you choose this path at 3rd level, you can go
defense to attack with fierce desperation. When you make nearby aren’t as they should be, giving you an edge when into a frenzy when you rage. If you do so, for the duration
your first attack on your turn, you can decide to attack you dodge away from danger. of your rage you can make a single melee weapon attack as
recklessly. Doing so gives you advantage on melee weapon You have advantage on Dexterity saving throws against a bonus action on each of your turns after this one. When
attack rolls using Strength during this turn, but attack rolls effects that you can see, such as traps and spells. To gain your rage ends, you suffer one level of exhaustion (as
against you have advantage until your next turn. this benefit, you can’t be blinded, deafened, or described in appendix A).
incapacitated.
Barbarian Player’s Handbook Barbarian Player’s Handbook Path of the Berserker Player’s Handbook