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Level 7 Barbarian Character Sheet

The document outlines the character sheet for a Level 7 Barbarian, detailing their attributes, skills, equipment, and backstory. The character, originally a cook from Shallow Burrows, became a protector of their village after defeating a monster, but was later banished by village elders due to political influences. The character possesses unique traits and abilities, including a connection to an eagle totem and a commitment to protect the vulnerable.

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0% found this document useful (0 votes)
13 views3 pages

Level 7 Barbarian Character Sheet

The document outlines the character sheet for a Level 7 Barbarian, detailing their attributes, skills, equipment, and backstory. The character, originally a cook from Shallow Burrows, became a protector of their village after defeating a monster, but was later banished by village elders due to political influences. The character possesses unique traits and abilities, including a connection to an eagle totem and a commitment to protect the vulnerable.

Uploaded by

maddyskitchen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 7 Barbarian

CLASS & LEVEL BACKGROUND PLAYER NAME

21,981
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH If someone is in trouble, I'm always ready to lend help.

ARMOR
35 When I set my mind to something, I follow through no
matter what gets in my way.
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum 75


● Strength
Sincerity. There's no point in pretending to be something
DEXTERITY
29
Dexterity that I'm not.

● Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
I protect those that cannot protect themselves.

CONSTITUTION
Charisma

SAVING THROWS
0
TEMPORARY HIT POINTS BONDS

7d12
Acrobatics (Dex) Total SUCCESSES I have trouble trusting my allies.

Animal Handling (Wis)



2d12 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) STOUT HALFLING TRAITS

Lucky. When you roll a 1 on the d20 for an attack roll, ability check or
Insight (Wis) saving throw you can re-roll the die and must use the new roll.

Intimidation (Cha) Brave. You have an advantage on saving throws against being
frightened.
WISDOM Investigation (Int)
Halfling nimbleness. You can move through the space of any creature
that is of a size larger than yours. (can slide under legs or clamber over
Medicine (Wis) shoulders).

Nature (Int) Artificer longsword: 1d8+1 slashing damage, versatile (1d10)


Stout resilience. You have an advantage on saving throws against
poison, and you have a resistance against poison damage.
Trident: 1d6 piercing damage, thrown (range 20/60), versatile (1d8)
● Perception (Wis)
BARBARIAN TRAITS
Javelins: 1d6 piercing damage, thrown (range 30/120)
Performance (Cha) Rage (values change with level) (Bonus Action - can rage 4 times until
Runic Iron Pan: 1d8 bludgeoning damage and 1d8 fire damage long rest)
Persuasion (Cha) The iron pan has 6(1) charges and regains 1d6 per day at dawn. - Advantage on strength tests and strength saving throws.
CHARISMA You may expend one of these charges on the REFERENCE - When you make a melee weapon attack using strength, gain a +2 to
Religion (Int) SHEET. damage rolls.
- You have a resistance to bludgeoning, piercing and slashing damage.
Sleight of Hand (Dex) Beast Sense (Ritual only) (Somatic)
Feral instinct. You have ADVANTAGE on INTITIATIVE ROLLS.
Page 217
Additionally, if you are SUPRISED at the beginning of combat and
Stealth (Dex) Speak with animals (Ritual only) (Verbal and Somatic) aren't incapacitated, you can ACT NORMALLY on your first turn, but
+0 Page 277 only if you enter your rage before doing anything else that turn.
● Survival (Wis)
Extra Attack. You can attack twice, instead of once, whenever you take
the attack action on your turn.
SKILLS ATTACKS & SPELLCASTING
Totem spirit (Eagle). While you're raging, other creatures have
disadvantage on opportunity attack rolls against you, and you can use
the dash action as a bonus action on your turn.
PASSIVE WISDOM (PERCEPTION) Clothes, Common 3lb
Totem spirit (Eagle). You gain the eyesight of an eagle. You can see up
CP 140 Golden jewelled egg 450gp to 1 mile away with no difficulty. able to discern even fine details as
though looking at something no more than 100 feet away from you.
Explorer's Pack 10lb
Additionally, dim light doesn't impose disadvantage on your Wisdom
Cook's Utensils 8lb (Perception) checks.
Languages. Common, Halfling SP 2200 Iron pot 20lb Unarmored defense. AC equals 15 when not wearing armor.
Shield. +2 to AC.
Armor Proficiencies. Light armor, medium armor, shields Maple leaf (Crush to create a portal that links to the Druid's
grove)
Reckless attack. When you make your first attack on your turn, you can
Weapon proficiencies. Simple weapons, martial
EP 0 Shovel 5lb decide to attack recklessly. Gain an advantage on melee weapon attack
rolls using strength during this turn, but attacks against you have
weapons. Trident 4lb advantage until next turn.
Handaxe 4lb (x2)
Tool proficiencies. Vehicles land, cooks utensils. GP 360 Javelin 8lb (x4)
Danger sense. You have advantage on dexterity saving throws against
effects that you can see, such as traps and spells. To gain this benefit,
you can't be blinded, deafened or incapacitated.
Pot Lid Shield 6lb
Spirit seeker. You can cast the beast sense and speak with animals
PP 16 Rations D10
spells but only as rituals.
Artificer Longsword (+1)
Fast movement. Your speed increases from 25ft to 35ft when not
Runic Iron Pan wearing heavy armor.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
3'3" 41 lb.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Rustic Hospitality. Since you come from the ranks of the common folk,
Originally I was but a simple you fit in among them with ease. You can find a place to hide, rest or
cook from the village of Shallow recuperate amongst other commoners, unless you have shown
Burrows, but one day I yourself to be a danger to them. They will shield you from the law or
discovered my barbarian calling anyone else searching for you, though they will not risk their lives for
when a monster attacked us. you.
After I routed the beast, it
became my unspoken duty to
watch over and protect the
village.

As time went on, the influence of


the local lords of Nagaria was
felt more and more in our once
isolated community. The village
elders sought to present us as a
respectable settlement worthy of ADDITIONAL FEATURES & TRAITS

investment, and I was cast aside


in favor of a watch provided by A tooth from an unknown beast. The first creature I defeated, but alas
the local lord. could not outright kill. I believe that the creature is still out there
somewhere, and our paths are destined to cross once again.
After an incident with said lord
and the traditional feast I was A mystical feather (Eagle Totem) A feather bestowed on me by a
tasked with providing for him, I mystical bird. The bestowing of this feather was a spiritual awakening
was banished by the elders.
for me, and I am trying to seek out the god I believe is connected to it.
Despite this, the common folk
have not forgotten the protection
I provided for them over the
years.

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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