Human Barbarian 3: Character Name

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Human Character Name • Greatsword.

Melee Weapon Attack:


+5 to hit, reach 5 ft., one target.
Barbarian 3 Medium humanoid (human), Path of Hit: 2d6 + 3 (or +5 if raging)
“The wild is in my blood.” the Berserker, chaotic good slashing damage
Hailing from the northern • Handaxe. Melee or Ranged Weapon
lands, you are a stranger to Armor Class 14 (Unarmored Defense) Attack: +5 to hit, reach 5 ft. or range
civilization. Yet you travel Hit Points 32 (Hit Dice 3d12) 20/60 ft., one target.
wherever need guides you, Speed 30 ft. Hit: 1d6 + 3 (or +5 if raging and used
fighting those who would despoil the in melee) slashing damage
wilderness. You have faced encroaching STR DEX CON
16 (+3) 14 (+2) 15 (+2) • Javelin. Melee or Ranged Weapon
evil from monsters to greedy humans. Attack: +5 to hit, reach 5 ft. or range
You take what you need, and feed the INT WIS CHA 30/120 ft., one target.
ground with the blood of such enemies. 9 (−1) 13 (+1) 11 (+0) Hit: 1d6 + 3 (or +5 if raging and used
Background (Outlander) in melee) piercing damage
Proficiencies (+2 proficiency bonus)
You grew up among tribal nomads, Armor light armor, medium
far from civilization and its comforts.
Bonus Actions
armor, shields
You’ve hunted great herds, survived Saving Throws Str +5, Con +4; see the Rage. Barbarian feature
extreme weather, raided the trade of Danger Sense barbarian feature Frenzy. While raging, you can make
softer folk, and protected places sacred
Skills Athletics +5, Intimidation +2, a single melee weapon attack as a
to your people. At times, you’ve enjoyed
the solitude of being the only sentient
Perception +3, Survival +3 bonus action. If you do so, when your
creature for miles in any direction. Even Tools drum rage ends, you suffer one level of
in places where the terrain is new, you Weapons simple weapons, exhaustion.
know the ways of the wild. martial weapons
Wanderer. As a former barbarian Senses passive (Perception) 13 Options
nomad and raider, you have an excellent Languages Common, Dwarvish, Giant Reckless Attack. Barbarian feature
memory for maps and geography, and you
can always recall the general layout of Actions
terrain, settlements, and other features Attack. You can make one of the
around you. In addition, you can find food following attacks (see Rage and
and fresh water for yourself and up to five Reckless Attack):
other people each day, provided that the
land offers enough.
Faction. You are a member of the
Emerald Enclave, wilderness survivalists • When you make a melee weapon attack Unarmored Defense. While you are
who preserve the natural order while using Strength, you gain a +2 bonus to wearing no armor, but even if you’re
rooting out unnatural threats. the damage roll. using a shield, your Armor Class equals
Personality Trait. You place no stock • You have resistance to bludgeoning, 10 + your Dexterity modifier + your
in refined manners or wealth. piercing, and slashing damage. Constitution modifier.
Ideal. Life is constant change, and you • You can make a single melee weapon
must change with it to survive. attack as a bonus action. If you do so, Equipment
Bond. You take the despoiling of when your rage ends, you suffer one Backpack, bearskin cloak, bedroll, drum,
the wilderness and sacred sites as a level of exhaustion. greatsword, handaxes (2), healer’s kit,
personal insult. • You can’t cast or concentrate on spells. javelins (3), mess kit, potion of healing,
Flaw. There’s no room for caution in a pouch, tinderbox, torches (5), traveler’s
Your rage lasts for 1 minute. It ends
life lived to the fullest. clothing, waterskin, money (15 gp)
early if you are knocked unconscious or if
your turn ends and you haven’t attacked
Barbarian Features a hostile creature since your last turn or
Danger Sense. You have advantage on taken damage since then. You can also
Dexterity saving throws against effects end your rage as a bonus action.
that you can see. To gain this benefit,
Reckless Attack. When you make your
you can’t be blinded, deafened, or
first attack on your turn, you can decide
incapacitated.
to attack recklessly. Doing so gives you
Rage (Recharges after You Finish a advantage on melee weapon attack rolls
Long Rest). Three times, you can enter a using Strength during this turn, but
rage as a bonus action. While raging, the attack rolls against you have advantage
following parameters apply: until your next turn.
• You have advantage on Strength checks
and Strength saving throws.

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