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Lenna

6 Level (0/23000 XP for level-up) Outlander Background Elf Race / Species / Heritage Neutral good Alignment
Barbarian
Level 6
Hit Dice: 4/6
1d12+4 Class 1

STR
16
+3
DEX
16
+3
CON
19
+4
INT
19
+4
WIS
10
+0
CHA
10
+0
71
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
0 / 4
Rages
10 / 10
Rage time
+2 /
Rage Dmg
14 / 8 + your proficiency bonus + your Constitution
Aura DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+3 Dexterity
+7 Constitution
+4 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+6 Athletics STR
+0 Deception CHA
+4 History INT
+0 Insight WIS
+6 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+7 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +1 +7 STR 2d6+1+3 M-slashing
 Heavy, two-handed
Handaxe +6 STR 1d6+3 slashing
 Light, thrown (20/60)
Javelin +6 STR 1d6+3 piercing
 Thrown (30/120)
Attacks
Headband of Intellect
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. (9 Int/ attuned)

Amulet of Health
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. (15 Con/ attuned)

Amulet of drunkard
This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Braclet of Wis
Braclet of Cha
Braclet of Con
Braclet of Dex

Features & Traits
Greatsword +1
Amulet of drunkard
two handaxes
A staff
A hunting trap
A set of traveler's clothes
A pouch
A Wolfs fur she is wearing.
Four javelins
Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 15 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Headband of Intellect
1 Fass Bier= 9 Waterskin
Talisman of lemur summoning
3 Token of the Challenger
2 Health potion 2d4+2

Equipment Copper: 4, Silver: 4, Electrum: 0, Gold: 249, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Pan Flute
Common, Sylvan, Grung and Elven

Languages & Proficiencies
I have a lesson for every situation, drawn from observing nature.
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.

Personality Traits
Life is like the seasons, in constant change, and we must change with it.
The natural world is more important than all the constructs of civilization.

Ideals
An injury to the unspoiled wilderness of my home is an injury to me.
I suffer awful visions of a coming disaster and will do anything to prevent it.

Bonds
I am too enamored of ale, wine, and other intoxicants.
Violence is my answer to almost any challenge.

Flaws
-Rage.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
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You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that 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.
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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.
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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.
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-Unarmored Defense.
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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-Danger Sense.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 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.
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-Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.
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-Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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-Trance.
-Darkvision.
-Extra Attack
-Fast Movement
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-Storm Aura
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
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If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
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Desert. When this effect is activated, all other creatures in your aura take 3 fire damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 10th level, 5 at 15th level, and 6 at 20th level.
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Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 3d6 at 15th level, and 4d6 at 20th level.
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Tundra. When this effect is activated, each creature of your choice in your aura gains 3 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 4 at 10th level, 5 at 15th level, and 6 at 20th level.
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-Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
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Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
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Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
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Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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