5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Greataxe | +11 | 1d12+5 slashing | 5 | |
Hand axe | +11 | 1d6+5 slashing | 20/60 | |
Javelin | +11 | 1d6+5 piercing | 30/120 |
Racial
Darkvision 60ft
Menacing: Proficiency in the Intimidation skill.
Relentless Endurance: 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Savage Attacks: On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Class
Rage: 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells. Ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.
Unarmored Defense: While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.
Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be 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 feet while you aren’t wearing heavy armor.
Feral Instinct: You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Brutal Critical: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage: If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Brutal Critical: You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.
Persistent Rage: Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion: Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
[b]Darkvision[/b] 60ft
[b]Menacing:[/b] Proficiency in the Intimidation skill.
[b]Relentless Endurance:[/b] 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
[b]Savage Attacks:[/b] On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
[b]Class[/b]
[b]Rage:[/b] 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells. Ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.
[b]Unarmored Defense:[/b] While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.
[b]Reckless Attack:[/b] When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
[b]Danger Sense:[/b] You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.
[b]Fast Movement:[/b] Your speed increases by 10 feet while you aren’t wearing heavy armor.
[b]Feral Instinct:[/b] You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
[b]Brutal Critical:[/b] You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
[b]Relentless Rage:[/b] If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
[b]Brutal Critical:[/b] You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.
[b]Persistent Rage:[/b] Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
[b]Indomitable Might[/b]: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
[b]Primal Champion:[/b] Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Languages: Common, Orc
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