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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
gunnarr the peaceful
Character Name
Barbarian berzerker 4
Class & Level
Uthgardt Tribe Member
Background
Human
Race
Chaotic Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
18
18
+
0
(Race)
DEXTERITY
+4
18
17
+
1
(Race)
CONSTITUTION
+4
18
18
+
0
(Race)
INTELLIGENCE
-1
9
8
+
1
(Race)
WISDOM
+3
17
15
+
2
(Race)
CHARISMA
+2
14
13
+
1
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1313
+
SPEED
30 ft
HIT POINTS
Max:
49
49
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
6 +6
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-1 -1
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
14
DC
Cast Mod
+2
Rage Damage
3
/
3
Rages
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

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.

Little Giant.

You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Mountain Born.

You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.


Stone's Endurance.
You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

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

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

great weapon master

[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.

Little Giant.
You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Mountain Born.
You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.


Stone's Endurance.
You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a [d12]. Add your Constitution modifier to the number rolled and reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

great weapon master
FEATURES & TRAITS
d12
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
splitteraxe
7
Total: 7 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple/martial weapons
Languages: Common, giant
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO
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