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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Dog
Character Name
Barbarian 4
Class & Level
Guard Dog
Background
Tibetan Mastiff
Race
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+5
21
15
+
6
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+4
19
15
+
4
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+1
13
13
+
0
(Race)
CHARISMA
-2
6
8
+
-2
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
64
25
TEMP HP
0
POINT BUY
29
Picture URL:
0
Token URL:
7 +7
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-2 -2
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
-2 -2
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-2 -2
+
0
Performance (Cha)
-2 -2
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Greataxe+51d12+3 slashing5
Javelin+51d6+3 piercing30/120
Hand axes on a chain+51d6+3 slashing60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
1
KNOWN
15
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Cantrips:
-Guidance:

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Soldier's Trinket: 2 times a day as a bonus action
-Blade Ward:

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

-True Strike:
You extend your hand and point a finger at a target in range. Your magic grants you a brief Insight into the target's defenses. On your next turn, you gain advantage on your first Attack roll against the target, provided that this spell hasn't ended.
Cantrips:
-Guidance:
You touch one willing creature. Once before the spell ends, the target can roll a [d4] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Soldier's Trinket: 2 times a day as a bonus action
-Blade Ward:
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

-True Strike:
You extend your hand and point a finger at a target in range. Your magic grants you a brief Insight into the target's defenses. On your next turn, you gain advantage on your first Attack roll against the target, provided that this spell hasn't ended.
SPELLCASTING
[+instructions]

Class

Bite: +5 to hit, reach 5ft, one target. Piercing damage (1d8+2). Creature must succeed DC 11 Strength saving throw or be knocked prone.

Rage (Ancestral Guardian): When the Ancestral Guardian rages, they draw forth the spirits of their ancestors to aid their allies and confound their foes. The Ancestral Protectors ability gives the first creature the Barbarian strikes each turn disadvantage on attack rolls against targets other than the Barbarian on its next turn, and grants allies resistance against that enemy’s attacks.

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

• You have advantage on Strength checks and Strength saving throws.
• 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, as shown in the Rage Damage column of the Barbarian table.

• You have resistance to bludgeoning, piercing, and slashing damage.

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 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.

Reckless Attack: When you make your first attack on your turn, you can opt to gain advantage on Strength-based melee weapon attack rolls, but attack rollsagainst you also have advantage until your next turn.

Unarmored Defense: While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.

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.
[b]Class[/b]

[b]Bite:[/b] [+5] to hit, reach 5ft, one target. Piercing damage ([1d8+2]). Creature must succeed DC 11 Strength saving throw or be knocked prone.

[b]Rage (Ancestral Guardian):[/b] When the Ancestral Guardian rages, they draw forth the spirits of their ancestors to aid their allies and confound their foes. The Ancestral Protectors ability gives the first creature the Barbarian strikes each turn disadvantage on attack rolls against targets other than the Barbarian on its next turn, and grants allies resistance against that enemy’s attacks.

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

• You have advantage on Strength checks and Strength saving throws.
• 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, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.

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 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.

[b]Reckless Attack:[/b] When you make your first attack on your turn, you can opt to gain advantage on Strength-based melee weapon attack rolls, but attack rollsagainst you also have advantage until your next turn.

[b]Unarmored Defense:[/b] While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.

[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.
FEATURES & TRAITS
1d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Greataxe
2 Handaxes on a chain
4 Javelins

Explorer's pack:
• bedroll
• mess kit
• tinderbox
• 10 torches
• 10 days rations
• waterskin
• 50 ft. hempen rope

Soldier's Trinket
Collar of the Good Boy

Hood of the dire anglerfish:
Fortitude of the Deep; gain +4 consitution score.
Dark Ocean Ancestry; gain Darkvision up to 120ft and can breath underwater.
Scales of the Trout; armor doesn't weigh you down in water and you can swimm normal speed.

Dog treat: Heals till full HP

Herb paralysis: Lifts paralysis if eaten or burned.

Herb sleep (Lavender mix): makes someone fall asleep if eaten or burned.

Health potion: 1D12 to heal

Elixir of activity: advantage on the next three turns. Lasts for 10 min and can only be used, if you are not taking a bonus action that turn.

All or nothing coin: Once per day, replace any [d20] roll with a single coin flip. Heads is a Critical Success, Tails is a Critical Failure.

"Not Just a Stick"
• unbreakable
• uses: 3 times a day
• 1D4 damage and heals the same target
• Damage first, then heal

• 1 - Heals 1D4
• 2 - Heals 1D8
• 3 - Heals 1D12
• 4 - Heals 1D20
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
31gp 5sp
WEALTH
Proficiencies:
Light/medium armor,
shields,
all simple/martial weapons,
hunting,
guarding,
imune to frist drink of an alcohol beverage.
PROFICIENCIES & LANGUAGES
Is a dog.
PERSONALITY TRAITS
Protect owner.
IDEALS
Is bonded to the owner. Lives with two other dogs on the farm.
BONDS
Is color blind. Breaks doors easely (Door check: 1D20). Dog is not good with eye-paw coordination.
FLAWS
 
Thought: "I'm build diffrent." and does not know about dog breeds. Doesn't trust his neighbors, because they poisend the water. Thinks he comes from a royal bloodline. Dog is a polite eater. Likes to wrestle with his owner. Dog loves eating, but forgets sometimes.
DESCRIPTION & EXTRA INFO
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