5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Hand axe | +-3 | 1d6+-5 slashing | 20/60 | |
Javelin | +-3 | 1d6+-5 piercing | 30/120 | |
Mual | +3 | 2d6+5 | 5 |
Racial
Darkvision 60ft
Menacing: Proficiency in the Intimidation skill.
Relentless Endurance: 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Savage Attacks: On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Class
Rage: 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells, ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.
Unarmored Defense: While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.
Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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
Storm Herald:Starting at 3rd Level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an Effect that activates when you enter your rage, and you can activate the Effect again on each of your turns as a Bonus Action. Choose Desert, sea, or tundra. Your aura’s Effect depends on that chosen Environment, as detailed below. You can change your Environment choice whenever you gain a level in this class.
If your aura’s Effects require a saving throw, the DC equals 8 + your Proficiency Bonus + your Constitution modifier.
Desert. When this Effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th Level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this Effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this Effect is activated, each creature of your choice in your aura gains 2 temporary Hit Points, as icy spirits inure it to suffering. The temporary Hit Points increase when you reach certain levels in this class, increasing to 3 at 5th Level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
[b]Darkvision[/b] 60ft
[b]Menacing:[/b] Proficiency in the Intimidation skill.
[b]Relentless Endurance:[/b] 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
[b]Savage Attacks:[/b] On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
[b]Class[/b]
[b]Rage:[/b] 2/long rest when not wearing heavy armor, advantage on strength checks/saves, [+2] damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells, ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.
[b]Unarmored Defense:[/b] While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.
[b]Reckless Attack:[/b] When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
[b]Danger Sense:[/b] 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
[b]Storm Herald:[/b]Starting at 3rd Level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an Effect that activates when you enter your rage, and you can activate the Effect again on each of your turns as a Bonus Action. Choose Desert, sea, or tundra. Your aura’s Effect depends on that chosen Environment, as detailed below. You can change your Environment choice whenever you gain a level in this class.
If your aura’s Effects require a saving throw, the DC equals 8 + your Proficiency Bonus + your Constitution modifier.
Desert. When this Effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th Level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this Effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes [1d6] lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to [2d6] at 10th level, [3d6] at 15th level, and [4d6] at 20th level.
Tundra. When this Effect is activated, each creature of your choice in your aura gains 2 temporary Hit Points, as icy spirits inure it to suffering. The temporary Hit Points increase when you reach certain levels in this class, increasing to 3 at 5th Level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
2 Handaxes
4 Javelins
Explorer's pack
Languages: Common, Orc
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Their contribution stands as a beacon of hope for all adventurers!