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Resistances - Poison: Barbarian 3 Kalsten

This JSON summarizes a character sheet for a level 3 barbarian named Grom who is a Mountain Dwarf. The sheet provides stats, abilities, equipment, and notes for the character.
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0% found this document useful (0 votes)
200 views4 pages

Resistances - Poison: Barbarian 3 Kalsten

This JSON summarizes a character sheet for a level 3 barbarian named Grom who is a Mountain Dwarf. The sheet provides stats, abilities, equipment, and notes for the character.
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

Barbarian 3 Kalsten

CLASS & LEVEL PLAYER NAME


Grom
Mountain Dwarf Grom 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +5 Constitution +1 14 35 --
+3 +0 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
16
+0 Charisma
Total 3d12 SUCCESSES
Saving Throw Modifiers
Resistances - Poison
DEXTERITY FAILURES
Advantage Against
+1 Poison
Advantage on DEX
DEFENSES HIT DICE DEATH SAVES

against effects that you


13 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+3 +1

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


16 +3 Athletics STR Smith's Tools, Tinker's Tools
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
+0 History INT Common, Dwarvish, Gnoll, Undercommon
INTELLIGENCE
+1 Insight WIS
25 ft. (Walking)
+0 P +2 Intimidation CHA
+0 Investigation INT
10 P +3 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM +1 Perception WIS


+0 Performance CHA === ACTIONS ===
+1 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
You gain advantage on STR checks and saving
throws (not attacks), +2 melee damage with STR
Help, Hide, Ready, Search, Use an Object, weapons, resistance to bludgeoning, piercing,
+0 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise, slashing damage. You can't cast or concentrate on
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object spells while raging.

+1 Stealth DEX === BONUS ACTIONS === Your rage ends early if you are knocked unconscious
CHARISMA Frenzy Attack or if your turn ends and you haven’t attacked a hostile
P +3 Survival WIS
While in a frenzy, you can make a single melee creature since your last turn or taken damage since
then. You can also end your rage as a bonus action.
+0 weapon attack as a bonus action on each of your
turns after this one.

Rage • 3 / Long Rest


10 As a bonus action enter a rage for up to 1 minute
(10 rounds).
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Greataxe +5 1d12+3 Slashing Martial, Heavy, Two-Handed

Unarmed Strike +5 4 Bludgeoning


11 PASSIVE WISDOM (INSIGHT)

10 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 3 Kalsten
CLASS & LEVEL PLAYER NAME
Grom
Mountain Dwarf Grom 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === While raging, you can choose to frenzy. You can make
a single melee weapon attack as a bonus action on
* Hit Points • PHB 47 each of your turns after this one. When your rage
ends, you suffer one level of exhaustion.
* Rage • PHB 48
As a bonus action enter a rage for up to 1 minute (10 | Frenzy Attack: 1 Bonus Action
rounds).

You gain advantage on STR checks and saving throws === MOUNTAIN DWARF RACIAL TRAITS ===
(not attacks), +2 melee damage with STR weapons,
resistance to bludgeoning, piercing, slashing damage. * Darkvision • PHB 20
You can't cast or concentrate on spells while raging. You can see in darkness (shades of gray) up to 60 ft.

Your rage ends early if you are knocked unconscious * Dwarven Resilience • PHB 20
or if your turn ends and you haven’t attacked a hostile You have advantage on saves against poison and
creature since your last turn or taken damage since resistance against poison damage.
then. You can also end your rage as a bonus action.
* Dwarven Combat Training • PHB 20
| 3 / Long Rest • 1 Bonus Action You have proficiency with the battleaxe, handaxe, light
hammer, and warhammer.
* Unarmored Defense • PHB 48
While not wearing armor, your AC equals 10 + DEX * Tool Proficiency • PHB 20
modifier + CON modifier + any shield bonus. You gain proficiency with your choice of smith’s tools,
brewer’s supplies, or mason’s tools.
* Reckless Attack • PHB 48
When you make your first attack on your turn, you can * Stonecunning • PHB 20
decide to attack recklessly, giving you advantage on Whenever you make an Intelligence (History) check
melee weapon attack rolls using STR during this turn, related to the origin of stonework, you are considered
but attack rolls against you have advantage until your proficient in the History skill and add double your
next turn. proficiency bonus to the check.

* Danger Sense • PHB 48 * Dwarven Armor Training • PHB 20


You have advantage on DEX saving throws against You have proficiency with light and medium armor.
effects that you can see while not blinded, deafened,
or incapacitated.

* Primal Path • PHB 48

| Path of the Berserker

* Frenzy • PHB

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Javelin 4 8 lb.

Light Hammer 1 2 lb.

SP 0 Greataxe 1 7 lb.

Backpack 1 5 lb.
EP 0 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


GP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


PP 0 Tinderbox 1 1 lb.

Torch 10 10 lb.
WEIGHT CARRIED

76 lb. Waterskin 1 5 lb.

ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb.
PUSH/DRAG/LIFT

480 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 84 Medium Moderate
GENDER AGE SIZE HEIGHT WEIGHT
Grom Chaotic Good Tyr, God of the Maimed
Tan Green Red haired
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I judge people by their actions, not


their words.
When I set my mind to something, I
follow through no matter what gets
PERSONALITY TRAITS

Freedom. Tyrants must not be allowed


to oppress the people. (Chaotic)
Destiny. Nothing and no one can steer
IDEALS

I protect those who cannot


protect themselves.
BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

I lived in a little dwarf village in the mountains. As


any young dwarf, I spent most of my time working
in the mines and refining my skills as smith. One
night, a Gnoll warband commanded by an albino
beast attacked our village. Every single living soul
was killed that night. At the moment of the attack, I
was visiting a nearby forge, learning how to
temper steel. When I returned home, I knew
something was wrong when I saw the smoke in
the distance. I could sneak into my home, only to
see the butchered remains of my family. I could
sneak out of the village, not before I had the
opportunity to see their leader.

After that, I traveled south and I met my mentor


Skrugg, a lonely barbarian that took pity on my
story. He taught me how to fight, how to survive in
the wilderness. Together, we learnt how to hunt,
ambush and kill gnolls in a thousand different
ways. He also taught me to keep my promises.
One day I will put everything I learnt from him into
practice, and I will take my village back, and I will
impale that albino beast head in the main square.
Until then, I am honeying my abilities by traveling
and adventuring. However, there is not a single
day where I don't think about that promise.

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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