| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +5 | Strength | |
| +2 | Dexterity | |
| +3 | Constitution | |
| -1 | Intelligence | |
| +1 | Wisdom | |
| +0 | Charisma |
| +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 |
| +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 |
| 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) | |||||
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
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.
You have Darkvision with a range of 60 feet.
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.
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.
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.
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)
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.
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.
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)
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.
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).
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.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)
| Name | Bob | Betty | Bill | Bertha | Ben | Brenda |
|---|---|---|---|---|---|---|
| Level | 4 | 2 | 5 | 6 | 1 | 3 |
| Flight Skill | 18 | 23 | 35 | 57 | 27 | 21 |
| Weapon | Laser Pistol | Self Defense | Laser Pistol | Taser Knuckles | Pocket Knife | Poisoned Chocolate Brownies |
Statblocks for your Trinkets, businesses, building, castles, empires.
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