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Hjoldahr

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50 views3 pages

Hjoldahr

Uploaded by

altenseeharry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Barbarian (7) Athlete/ Folk Hero Harrison

CLASS & LEVEL BACKGROUND PLAYER NAME


Hjoldahr Stoneborn
Mountain Dwarf Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

1 INSPIRATION
STRENGTH -Obstacles exist to be overcome.
19 +2 35 -I'm confident in my own abilities and do what I can to
instill confidence in others
20 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-Anything worth doing is worth doing well
-When I set my mind to something, I follow through no
matter what gets in my way

+5 PERSONALITY TRAITS

Hit Point Maximum 100


● +10 Strength
-The strongest bonds are forged through struggle.
DEXTERITY

14 ●
+4

+9
Dexterity
Constitution
100 -Nothing and no one can steer me away from my
higher calling.

CURRENT HIT POINTS IDEALS


+2 Intelligence
+2 +2 Wisdom
-I owe my clan a great debt for forging me into the person
+3 Charisma I am today.
-The common folk must see me as a hero of the people.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 7D12
● +5 Acrobatics (Dex) Total SUCCESSES - I am too enamored of ale.
- Once I start drinking, it's hard for me to stop.
+4 Animal Handling (Wis)
+0
7D12 FAILURES - I'm convinced of the significance of my destiny, and blind
to my shortcomings and the risk of failure
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +8 Athletics (Str)

11 +1

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Ruby of the Berserker
The Tempest +9 2D6 +1 Slashing For every enemy killed in the combat, gain +1 to damage rolls, up to a maximum of +1, 5,

+0 +0 Insight (Wis) or 10

Disadvantage on Stealth
● +4 Intimidation (Cha) Battleaxe +7 1D8/10 Slashing Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a
WISDOM +0 Investigation (Int) saving throw while raging, you can reroll it, and you must use the new roll. You can use
this ability only once per rage.
Javelin +7 1D6 Piercing
+0 Medicine (Wis) Unarmored Defense

10 +0 Nature (Int)
Greataxe - Heavy, Two- Handed
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a shield.

The Tempest
A Great Axe with metal the color of a night’s sky. The handle is made of a dark wood of
● +3 Perception (Wis) an unidentifiable variety. In combat, faint blue lightning crackles appear on its surface. The
+0 user’s eyes will faintly glow. Gives +1 on attack and damage rolls. Gives the user the
option to Thunderous Attack. Requires attunement.
+1 Performance (Cha) Battleaxe - Versatile Thunderous Attack: By swinging The Tempest as an action instead of attacking a single
target, you send out a magical force imbued with the strength of a hurricane. All targets
within a 30 ft. cone of this attack must make a DC 16 Strength saving throw, taking 4d8
+1 Persuasion (Cha) lightning damage and being pushed away from you by 10 ft. on a failed save, or taking half
CHARISMA as much damage and remaining where they are on a successful save. You must wait until

+0 Religion (Int)
Handaxe - Light, thrown (range the next dawn before using it again. Counts when considering the continuation of rage.

20/60)
12 +2 Sleight of Hand (Dex)
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the
Attack action on Your Turn.

Fast Movement
+2 Stealth (Dex)
+1
Javelin - Thrown (range 30/120) Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy

Danger Sense
+0 Survival (Wis) At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be,
giving you an edge when you dodge away from danger. You have advantage on Dexterity
Saving Throws against Effects that you can see, such as traps and Spells. To gain this
SKILLS ATTACKS & SPELLCASTING benefit, you can't be Blinded, Deafened, or Incapacitated.

Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your
weapon strikes. While you're raging, the first creature you hit on each of your turns with a
weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra
10 PASSIVE WISDOM (PERCEPTION) The Tempest Greataxe
Traveler's Clothes
damage is necrotic or radiant; you choose the type of damage when you gain this feature.

CP Warrior of the Gods


Brewer’s supplies At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the
Pickaxe sole effect of restoring you to life (but not undeath), the caster doesn't need material
Battleaxe components to cast the spell on you.
Handaxe x 2
SP Rage (4)

Common Javelin x 4
Explorer's Pack
On your turn, you can enter a rage as a bonus action.
While raging, if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
Dwarvish • Backpack
• Bedroll
When you make a melee weapon attack using Strength, you gain a bonus to the
damage roll that increases as you gain levels as a barbarian.
EP You have resistance to bludgeoning, piercing, and slashing damage.
Elvish • Mess kit
• Tinderbox
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn
• 10 torches
Mason's Tools • 10 days of Rations
ends and you haven’t attacked a hostile creature since your last turn or taken damage
since then. You can also end your rage on your turn as a bonus action.
You must finish a long rest before you can rage again after using the amount of rages
Brewer's Supplies GP 545 • Waterskin
• 50 feet of Hempen rope
you according to level.

Serpent Guard Bracers (+3 to Grappling Checks) Reckless Attack


Vehicles (land) Shield
When you make your first attack on your turn, you can attack recklessly. Doing so gives
you advantage on melee weapon attack rolls using Strength during this turn, but attack
PP Hearth Cat rolls against you have advantage until your next turn.
Light and Medium Armor, Shields Ring of no lying
Feral Instinct
Half-Plate
Simple and Martial Weapons Mountain Climbing Gear
By 7th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you are surprised at the Beginning of Combat and aren't Incapacitated, you
Three Snow Goggles
can act normally on your first turn, but only if you enter your rage before doing anything
Mage Hunter Necklace else on that turn.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
60 4' 8" 200
AGE HEIGHT WEIGHT
Hjoldahr Stoneborn
Hazel Light, Tanned Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Alcoholism x 2

Hjoldahr Stoneborn was born Athletic Background: Feats of Strength


to a clan that had fallen out of Your speed is not reduced by wearing heavy armor
affluence several generations
Echoes of Victory
ago. From a young age he The word of your feats of strength have spread, to the point that you have adoring fans. If you are visiting a
settlement within 100 miles of your hometown, there is a 50 percent chance that you can find an admirer that
showing exceptional physical will provide you with shelter or information.
prowess and strength. He In between adventures, you can also compete in athletic events that provide income as a profession.
Darkvision
used his athletic ability for Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
money and fame and reveled darkness, only shades of gray.
in it. He split his money
Dwarven Resilience
between his clan, himself and You have advantage on saving throws against poison, and you have resistance against poison damage
ale. He was renowned for Stonecunning
being able to out drink Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered
proficient in the History skill and add double your proficiency bonus to the check, instead of your normal
anyone who challenged him. proficiency bonus.
He knew the life he lived
ADDITIONAL FEATURES & TRAITS
could would not bring his clan
back to prominence alone, Serpent Guard Bracers + 3 Grappling
and is searching for greater The Tempest Greataxe
10,000 gold in First Zeltia Credit Union
glory as an adventurer. He
seeks adventure for his own Ring of Protection
Requires Attunement
personal gain as well, You gain a +1 bonus to AC and Saving Throws while wearing this ring.
believing himself to have a
Cloak of Protection
great destiny set out for him. Requires Attunement
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.

Ruby of the Berserker


For every enemy killed in the combat, gain +1 to damage rolls, up to a maximum of +1, 5, or 10

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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