Player NameClassLvlExperienceSpeciesHeightGenderBackground
MilesBarbarian31850GnomeHe/HimSoldier
ACInitiativeSpeedSizeAlignment
14230Small
Max HPHPHit dieTotal # HDCurrent # HD
3030D1233
DowntimePlatinumGoldSilverCopper
0020200

DESCRIPTION

Traits

Ideals

Bonds

Flaws & Struggles

Goals & Motivations

Factions

Allied

Friendly

Disliked

Hated

Favors

Stats


ABILITIESScoreModifierSkillProfficient?Item/MiscModifier
Proficiency Bonus2
STRENGTH173
Saving Throw000
Athletics000
DEXTERITY142
Saving Throw000
Acrobatics000
Sleight of hand000
Stealth000
CONSTITUTION142
Saving Throw000
INTELLIGENCE121
Saving Throw000
Arcana000
History000
Investigation000
Nature000
Religion000
WISDOM100
Saving Throw000
Animal HandlingYES00
Insight000
Medicine000
PerceptionYES00
SurvivalYES00
CHARISMA8-1
Saving throw000
Deception000
Intimidation000
Performance000
Persuasion000

Equipment

  • Greataxe
  • 4 Handaxes
  • Explorer’s Pack
  • Spear
  • Shortbow
  • 20 Arrows
  • Dragonchess set
  • Healer’s Kit
  • Quiver
  • Traveler’s Clothes

Proficiencies / Skills

Language

  • Common
  • Gnomish
  • Dwarven

Armor

  • Light Armor
  • Medium Armor
  • Shields

Weapons

  • Simple
  • Martial

Tools

  • Dragonchess

Features and Traits

Savage Attacker(Soldier)

Savage Strikes. You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Darkvision (Gnome)

You have Darkvision with a range of 60 feet.

Gnomish Cunning (Gnome)

You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Gnomish Lineage (Rock Gnome)

You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

Level 1 Barbarian: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

Make an attack roll against an enemy. Force an enemy to make a saving throw. Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Level 1 Barbarian: Unarmored Defense

While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Level 1 Barbarian: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features Table.

Level 2 Barbarian: Danger Sense

You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Level 2 Barbarian: Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Level 3 Barbarian: Primal Knowledge

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

Level 3 Path of the Berserker Barbarian: Frenzy

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Treasure

  • A single glass chess piece

Spells Known

Prepared?Level 0Prepared?Level 3Prepared?Level 6Prepared?Level 9
Mending
Prestidigitation
Level 1Level 4Level 7
Level 2Level 5Level 8

Spell Save DC (INT)

11

Spell Attack Bonus (INT)

3

ADDITIONAL CHARACTER NOTES

32 y/o