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D&D Character Maker - Mountain Dwarf Barbarian 4 (Bear Totem Warrior)

Gustav o Montanha is a level 4 barbarian mountain dwarf who lacks compassion. He has high strength and constitution. As a barbarian, he can rage up to 3 times per day, gaining damage resistance and advantage on strength-based checks and saves. He wields a magic greataxe and has other magic items including a belt of giant strength. His goal is to promote his own control over others.

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0% found this document useful (0 votes)
226 views2 pages

D&D Character Maker - Mountain Dwarf Barbarian 4 (Bear Totem Warrior)

Gustav o Montanha is a level 4 barbarian mountain dwarf who lacks compassion. He has high strength and constitution. As a barbarian, he can rage up to 3 times per day, gaining damage resistance and advantage on strength-based checks and saves. He wields a magic greataxe and has other magic items including a belt of giant strength. His goal is to promote his own control over others.

Uploaded by

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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gustav o montanha

Barbarian 4 (Bear Totem Warrior) 2,916


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Mountain Dwarf Outlander
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+8 +2 PROFICIENCY

BONUS
ARMOR

CLASS
Alignment: Neutral Evil. I lack compassion
(AC) INITIATIVE and do whatever I want, promoting
27
SAVING THROWS
14 +1 25 ft.

control over others above all else.

Outlander Background [PHB p. 136]


Armor Worn: none (Unarmored Defense)
+10 Strength Saves *
• Feature: Wanderer.
DEX +1 Dexterity Saves 
• Traits: Friends with coastal merfolk.
HIT POINTS HIT DICE
+1 +5 Constitution Saves *
Condescending ways of talking.
• Ideal: It is better to be feared than loved.
13
-1 Intelligence Saves 

+1 Wisdom Saves 

45 4d12 • Bond: Dreams with animal spirits during


+0 Charisma Saves 
rests.
DEATH SAVES:   Success  O O O   Fail  O O O • Flaw: Ignorant of city manners.
* Prof. bonus added

CON SKILLS WEAPON & UNARMED ATTACKS


Mountain Dwarf Traits [PHB p. 20]

+3 +1  Acrobatics (Dex) Basic Attack. One target per Attack action.


• Creature Type: Humanoid
• Age: 79 years old
• Medium Size (4' 7", 200 lbs.)
16 +3  Animal Handling (Wis) *

• Speed not reduced by heavy armor


-1  Arcana (Int)
Greataxe. Melee Weapon Attack: +10 to hit,
reach 5 ft. Hit: 1d12+8 slashing damage. • Darkvision (60 feet)
+10  Athletics (Str) *

(Must be used two-handed.) • Dwarven Resilience (versus poison)


+0  Deception (Cha)

INT • Dwarven Armor Training (light, med.)


-1  History (Int)

-1 Handaxe. Melee Weapon Attack: +10 to hit, • Dwarven Combat Training (var. weapons)
+1  Insight (Wis)
reach 5 ft. Hit: 1d6+8 slashing damage. (If • Tool Proficiency (mason's tools)
• Stonecunning (stonework lore)
8 +0  Intimidation (Cha)
thrown, normal range to 20 ft.; disadvantage

-1  Investigation (Int)
long range 21 to 60 ft.)
+1  Medicine (Wis)
Barbarian Class Features [PHB p. 46]
Javelin. Melee Weapon Attack: +10 to hit, reach • Rage (3/day)
+1  Nature (Int) *
5 ft. Hit: 1d6+8 piercing damage. (If thrown,
WIS • Unarmored Defense (AC)
+1  Perception (Wis)
normal range to 30 ft.; disadvantage long • Reckless Attack (adv attacks)
+1 +0  Performance (Cha)
range 31 to 120 ft.) • Danger Sense (adv Dex vs. traps)
• Spirit Seeker (rituals for Speak With
12 +0  Persuasion (Cha)

MAGIC, FEATS & SPECIAL ATTACKS Animals and Beast Sense)


-1  Religion (Int)

+1  Sleight of Hand (Dex)


Rage. Lasts 1 minute (10 rounds), or until • Bear Totem Spirit (dmg. resist.)
unconscious, haven't attacked or been hit.

+1  Stealth (Dex)
Rage Effects [PHB p. 48]
CHA
+3  Survival (Wis) *
• Advantage on STR checks and saves
+0

EQUIPMENT & TREASURE
Magic Items [DMG p. 135]

• +2 bonus on STR-based melee damage


• Resistence (half damage) to all but psychic
10 * Prof. bonus added

• belt of cloud giant strength (STR 27) (a)


damage.
• cap of water breathing

11 PASSIVE WISDOM
(PERCEPTION) • potion of diminution

• potion of supreme healing (10d4+20 hp)


• potion of healing (2d4+2 hp)

PROFICIENCIES & LANGUAGES

Armor: light armor, medium armor, shields (a) Item attuned to character.

Weapons: simple weapons, martial weapons, Coins & Gems:


5 gold pieces (gp);
7 silver pieces
battleaxe, handaxe, throwing hammer, (sp);
48 copper pieces (cp);
8 gems (worth 10 gp
warhammer each)

Tools: mason's tools, musical instrument


(flute)
Saving Throws: Strength, Constitution
Skills: Animal Handling, Athletics, Nature,
Survival
Languages: Common, Dwarvish, Gnomish

ENCUMBRANCE
Lifting & Carrying: 405 lbs. max. carrying
capacity; 1620 lbs. pushing or dragging (speed
-5 ft.); 1620 lbs. max. lift.

MORE EQUIPMENT (backpack, a bedroll, a mess kit, a side), belt pouch, set of traveler's clothes,
tinderbox, 10 torches, 10 days' rations, hunting trap, a staff, trophy from a slain
Carried Gear [PHB, p. 143]: greataxe, two (2)
waterskin, 50 feet of hempen rope on the
handaxes, five (5) javelins, explorer's pack
animal. (This load is about 109 lbs.; add 1
lb. per 50 coins carried.)

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical FREE ACTIONS
a miss. item, cover a hooded lantern, etc. • Concentration (Maintain A Spell): Ends if
caster starts another concentration spell,
• Saving throws are rolled as needed at any • Use Potion: Drink or administer.
or the caster is incapacitated, stunned,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield.
unconscious, or killed. If caster takes
• A character may die if failing three death
saves while at 0 hit points, gaining 6 BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
levels of exhaustion, or suffering certain • Offhand Attack: If doing Attack as action, needed to avoid immediately ending
may make one attack this turn if light spell. DC is equal to 10 or half damage
deadly spells and hazzards.
weapon in other hand. taken, whichever is greater. Each hit
• Specific traits, features, spells, and magic
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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