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Lex Liqour

3 Level (1506/2700 XP for level-up) Soldier Background Forest Gnome Race / Species / Heritage NG Alignment
Spirit Guardian Barbarian
Level 3
Hit Dice: 3/3
1d12+1 Class 1

STR 16

+3

DEX 15

+2

CON 13

+1

INT 8

-1

WIS 12

+1

CHA 11

+0

25
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 / 3
Rage
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+3 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greataxe +5 STR 1d12+3 Slashing
 Heavy, Two-Handed (Weapon Mastery: The Cleave property allows you to use heavy weapons to hit multiple opponents with one massive swing. Whenever you hit a creature with a Melee Weapon Attack, you can make another Melee Attack Roll to hit a second creature you can see within 5ft of the first. On a hit, your second target takes damage equal to the weapon without any additional Ability Modifier damage (unless your modifier is negative). Ideal for crowd control situations, the cleave property is a go-to for those looking to carve through large swaths of enemies.)
Bone Whip +5 STR 2d4+3 Slashing
 Finesse, Reach
Javelin +2 DEX 1d8+2 Piercing
 Thrown (Range 30/120)
Shortbow +2 DEX 1d6+2 Piercing
 Ammunition (Range 80/320; Arrow), Two-Handed
Handaxe +5 STR 2d6+3 Slashing
 Light, Thrown (Range 20/60) (Weapon Mastery: With the Vex property, whenever you hit a target with a Vex weapon, you gain advantage on your next attack roll against that same target. Great for setting up your teammates or chaining attacks against a focused target. A necessary pick for characters who specialize in sneak or burst damage.)
Spear +3 STR 1d6+3 Piercing
 Thrown (Range 20/60), Versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Minor Illusion +3 Action 30ft 1 minute S, M
 Notes:Illusion: You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Species Features


Gnomish Cunning


You have Advantage on Intelligence, Wisdom, and Charisma saving throws.



Gnomish Lineage


Forest Gnome:


You know the Minor Illusion cantrip.


You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.



Darkvision


You have Darkvision with a range of 60 feet.






Class Features


Rage


You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.



You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.



While active, your Rage follows the rules below.



  • Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.



  • Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.



  • Strength Advantage. You have Advantage on Strength checks and Strength saving throws.



  • No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.



  • Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:


1. Make an attack roll against an enemy.


2. Force an enemy to make a saving throw.


3. Take a Bonus Action to extend your Rage.



Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.




Unarmored Defense


While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.




Weapon Mastery


Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.



When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.



(Greataxes, Handaxes)




Danger Sense


You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.




Reckless Attack


You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.




Barbarian Subclass


You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass’s features that are of


your Barbarian level or lower.


(Ancestral Guardian)




Primal Knowledge


You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.



In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.





Spirit Protectors


Your Rage summons spectral warriors to your aid. While your Rage is active, when you hit a creature with a weapon or an Unarmed Strike, it becomes the target of the spirits, which cause one of the following effects of your choice.


Distract. Until the start of your next turn, the target has Disadvantage attack rolls against targets other than you or another Barbarian who has this feature.


Protect. Until the end of the target’s next turn, the next time it hits a creature other than you with an attack roll, that creature has Resistance to the damage dealt by the attack.


Strike. The target takes an extra 1d6 damage, which can be Acid, Cold, Fire, Force, Lightning, or Thunder damage (your choice).




Background Features


Savage Attacker


You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.




Features & Traits

  • Greataxe
  • Bandana
  • Javelins (5)
  • Rations (10)
  • Handaxe (2)
  • Bone Whip
  • Shortbow
  • Arrows (20)
  • Spear
  • Healer's Kit
  • Dice Set
  • Tinderbox (2)
  • Matches (10)
  • Schmelavocado Oil (2)
  • Frozen Heat Pepper Oil (Vial) (1)



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 59, Platinum: 0 Money

Languages



  • Common
  • Gnomish
  • Sylvan


Weapons



  • Simple
  • Martial


Armor



  • Light
  • Medium
  • Shields



Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

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