Talron Thulion Bozyam Mretyr

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Level 2 Human Barbarian 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Talron Thulion / Bozyam Mretyr
Simic Scientist Lawful Good FFAKO
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sentinel. When you hit a creature with an


STRENGTH Unarmored Defense (Barbarian) (15) 15 opportunity attack, the creature’s speed becomes 0
for the rest of the turn.Creatures provoke
PROFICIENCY BONUS +2
18
SHIELD
AC opportunity attacks from you even if they take the
Disengage action before leaving your reach.When a
N
CIE C
creature within 5 feet of you makes an attack
+6 Strength against a target other than you, you can use your
Y
PROFI


+4 reaction to make a melee weapon attack against the
+2 Dexterity
attacking creature.
✘ +5 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Rage (Bonus Action—2/Long Rest). Advantage on
MAXIMUM HIT DICE TEMPORARY Strength checks and Strength Saves. A +2 to damage
14 +1 Wisdom

-1 Charisma
25 2d12 rolls with strength melee weapon attacks. You have
resistance to bludgeoning, piercing, and slashing
CONDITIONAL
damage.
+2 Unarmored Defense. While you aren’t wearing
armor, your AC equals 15. You can use a shield and
CURRENT HIT POINTS still gain this benefit.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Reckless Attack. When you make your first attack
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION attack rolls using Strength during this turn, but
+1 Animal Handling (Wis)
attack rolls against you have advantage until your
+3 ✘ +2 Arcana (Int) next turn.
✘ +6 Athletics (Str)
Danger Sense. You have advantage on Dexterity
INTELLIGENCE -1 Deception (Cha) saving throws against effects that you can see, such
as traps and spells. To gain this benefit, you can’t be
11 +0 History (Int)

+1 Insight (Wis)
blinded, deafened, or incapacitated.

✘ +1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS


+0 +0 Investigation (Int)
✘ +3 Medicine (Wis)
WISDOM +0 Nature (Int)

12 ✘ +3 Perception (Wis)

-1 Performance (Cha)
-1 Persuasion (Cha)
+1 +0 Religion (Int)

+2 Sleight of Hand (Dex)


CHARISMA +2 Stealth (Dex)

8 +1 Survival (Wis)
SKILLS

-1 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Glaive 5 ft +6 vs AC 1d10+4 slashing
Heavy, Reach, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Undercommon, Elvish,


Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male Before regression 41 178
/ Currently
cm 17 73 kg
GENDER AGE HEIGHT WEIGHT
Talron Thulion / Bozyam Mretyr Blue White Black / Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

You were born years, decades, perhaps even centuries forwards in the timestream. However, whether due to the
Soldier Who Born Centuries After influence of a god or a magical mishap, you were sent hurtling into the past- your past - , and now live amongst figures
. you thought were merely myth and legend.

As you were born and raised in said future, your way of life had, or will have to dramatically change. The technology that
assisted and entertained you doesn't exist. You're stranded in history, with no seeable way to escape.

When making a character of this background, consider what their future looked like. Was magic still widely used, or did it
die out and was replaced by Technology? Does magic even exist at all? What kind of races exist? How much do you know
about the your past? How accurate was that information? Do you want to get Back to the Future (Trademarked), or are
you OK with living in the books? Why did you end up going back, and why would you want to stay / leave?

BACKGROUND FEATURE Skill Proficiencies: Medicine, Insight ***

Languages: Two of your choice.


Totem
Equipment: A set of fine clothes, 10 sheets of parchment, ink and quill, one trinket representative of the future state of the
world, and a belt pouch containing currency from your home time equivalent to 10 gp. ***
TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Glaive] 1 6 Potion of Greater Healing 1 .5
Clothes, Fine 1 6
Clothes, Fine 1 6
Clothes, Fine 1 6
Explorer’s Pack 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

34.5 lb / 270 lb 540 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Glaive Clothes, Fine Clothes, Fine
Weapons Adventuring Gear Adventuring Gear

6 lb. Player’s Handbook 6 lb. Player’s Handbook 6 lb. Player’s Handbook

Clothes, Fine Explorer’s Pack Potion of Greater Healing


Adventuring Gear Equipment Packs Potions

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 You regain 4d4 + 4 hit points when you drink this potion.
torches, 10 days of rations, and a waterskin. The pack also Whatever its potency, the potion’s red liquid glimmers
has 50 feet of hempen rope strapped to the side of it. when agitated.

6 lb. Player’s Handbook 10 lbs. Player’s Handbook ½ lb. Dungeon Master’s Guide

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