This document provides character details for a 3rd level barbarian named "The wild is in my blood." who hails from northern lands. Some key abilities and traits include:
- Rages 3 times per long rest, gaining damage resistance and advantage on Strength checks/saves while raging
- Can make a single melee attack as a bonus action while raging
- Has Danger Sense giving advantage on Dexterity saves against seen effects
- Primary weapons are a greatsword and handaxes
- Background is Outlander, able to find food/water and has excellent map memory
- Member of the Emerald Enclave who protects the natural world
This document provides character details for a 3rd level barbarian named "The wild is in my blood." who hails from northern lands. Some key abilities and traits include:
- Rages 3 times per long rest, gaining damage resistance and advantage on Strength checks/saves while raging
- Can make a single melee attack as a bonus action while raging
- Has Danger Sense giving advantage on Dexterity saves against seen effects
- Primary weapons are a greatsword and handaxes
- Background is Outlander, able to find food/water and has excellent map memory
- Member of the Emerald Enclave who protects the natural world
This document provides character details for a 3rd level barbarian named "The wild is in my blood." who hails from northern lands. Some key abilities and traits include:
- Rages 3 times per long rest, gaining damage resistance and advantage on Strength checks/saves while raging
- Can make a single melee attack as a bonus action while raging
- Has Danger Sense giving advantage on Dexterity saves against seen effects
- Primary weapons are a greatsword and handaxes
- Background is Outlander, able to find food/water and has excellent map memory
- Member of the Emerald Enclave who protects the natural world
This document provides character details for a 3rd level barbarian named "The wild is in my blood." who hails from northern lands. Some key abilities and traits include:
- Rages 3 times per long rest, gaining damage resistance and advantage on Strength checks/saves while raging
- Can make a single melee attack as a bonus action while raging
- Has Danger Sense giving advantage on Dexterity saves against seen effects
- Primary weapons are a greatsword and handaxes
- Background is Outlander, able to find food/water and has excellent map memory
- Member of the Emerald Enclave who protects the natural world
+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.