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Barbarian Folk Hero

CLASS & LEVEL BACKGROUND PLAYER NAME


TORTLE, THE BARBARIAN
Tortle Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+3
17
ARMOR
+2 30 feet
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

17 PERSONALITY TRAITS

Hit Point Maximum


+5 Strength
DEXTERITY
+2 Dexterity

+2 +4 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

14 +0 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
+2
BONDS

+2 Acrobatics (Dex) Total SUCCESSES


14 +2 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+5 Athletics (Str)

-1 +1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
-1 History (Int) Hold Breath: You can hold your breath for up to 1
Maul +5 2d6+3 Blud hour at a time. Tortles aren’t natural swimmers, but
9 +0 Insight (Wis) they can remain underwater for some time before
+3 Intimidation (Cha) Handaxes* +5 1d6+3 Slashing needing to come up for air.
Natural Armor: Your shell gives you a base AC of
WISDOM -1 Investigation (Int) 17 (your Dexterity modifier doesn’t affect this number).
Javelin** +5 1d6+3 Piercing You gain no benefit from wearing armor, but if you
+0
+0 +1
Medicine (Wis)
Nature (Int)
*Handaxes, light (x2): 1d6+3, 1d6
are using a shield, you can apply the shield’s bonus as
normal.
*Handaxes, thrown: (20ft/60ft)
Shell Defense: You can withdraw into your shell as an
11 +0 Perception (Wis) **Javelin, Thrown: (30ft/120ft)
action. Until you emerge, you gain a +4 bonus to AC,
+1 Performance (Cha)
Claws: 1d4+3 Slashing
and you have advantage on Strength and Constitution
saving throws. While in your shell, you are prone, your
CHARISMA
+1 Persuasion (Cha) speed is 0 and can’t increase, you have disadvantage on
Rage: When you make a melee weapon Attack using
-1 Religion (Int) Strength, you gain a +2 bonus to the damage roll. This
Dexterity saving throws, you can’t take reactions, and
+1 +2 Sleight of Hand (Dex) bonus increases as you level.
the only action you can take is a bonus action to emerge
from your shell.
+2 Stealth (Dex) Rage: On Your Turn, you can enter a rage as a Bonus
Action. While raging, you gain the following benefits if
12 +2 Survival (Wis) you aren’t wearing heavy armor: • You have advantage
on Strength Checks and Strength Saving Throws.
SKILLS ATTACKS & SPELLCASTING • When you make a melee weapon Attack using
Strength, you gain a +2 bonus to the damage roll. This
bonus increases as you level. • You have Resistance to
12 PASSIVE WISDOM (PERCEPTION) Maul, 2 Handaxes, 4 Javelins. bludgeoning, piercing, and slashing damage.
CP Your rage lasts for 1 minute. It ends early if you are
Brewer’s supplies, backpack, common knocked Unconscious or if Your Turn ends and you
clothes, shovel, iron pot, a bedroll, a haven’t attacked a Hostile creature or taken damage.
Proficiencies: Shields, Light Armor, Medium SP mess kit, a tinderbox, 10 torches, 10 You can also end your rage on Your Turn as a Bonus
Armor, Simple Weapons, Martial Weapons.
days of rations, a waterskin, 50 feet of Action. Once you have raged the maximum number of
Brewer’s Supplies, Vehicles (land) hempen rope. times for your Barbarian level, you must finish a Long
EP
Rest before you can rage again. You may rage 2 times
at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Rustic Hospitality: Since you come from the ranks
GP
of the common folk, you fit in among them with ease.
You can find a place to hide, rest, or recuperate among
Languages: Common, Aquan. other commoners, unless you have shown yourself to be
PP
a danger to them. They will shield you from the law or
anyone else searching for you, though they will not risk
their lives for you.
Insignia of a specific rank, of a lost
leigonaire.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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