Level 4 Elf Barbarian, Path of the World Tree 2700
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Sage
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Unarmored Defense (Barbarian) (14) 14 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +2
16
SHIELD Magic Initiate (Wizard). You can cast the chosen 1st-level
AC spell without a spell slot. You can also cast the spell using any
spell slots you have. Your spellcasting ability for this feat's
N
CIE C
spells is Wisdom.
+5 Strength
Y
PROFI
✘
+3 Great Weapon Master. When you hit a creature with a
+1 Dexterity weapon that has the Heavy property as part of your Attack
action, you can deal 2 extra damage to the
✘ +5 Constitution ARMOR CLASS [Link] after you score a Critical Hit with a Melee
DEXTERITY weapon or reduce a creature to 0 Hit Points with one, you can
+0 Intelligence make one attack with the same weapon as a Bonus Action.
MAXIMUM HIT DICE TEMPORARY
12 +2 Wisdom
-1 Charisma
45 4d12 Rage (Bonus Action—3/Long Rest). While Raging, you have
the following benefits:
CONDITIONAL • Advantage on Strength checks and Strength Saves.
• A +2 to damage rolls with strength melee weapon attacks.
+1 • You have resistance to bludgeoning, piercing, and slashing
damage.
CURRENT HIT POINTS You can regain one Rage usage when you finish a Short Rest.
CONSTITUTION DEATH SAVING THROWS
Unarmored Defense. While you aren’t wearing armor, your
SAVING THROWS
AC is 14. You can use a Shield and still gain this benefit.
16 N
CIE C
+1 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Weapon Mastery. You can use the mastery properties of
Y
PROFI
three kinds of weapons of your choice with which you have
RT
EXPE
✘ +4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION proficiency. Whenever you finish a Long Rest, you can change
+3 ✘ +2 Arcana (Int) Darkvision the kinds of weapons you chose.
Cleave (1/Turn). If you hit a creature with a melee attack
roll using this weapon, you can make a melee attack roll with
✘ +5 Athletics (Str) the weapon against a second creature within 5 feet of the
INTELLIGENCE -1 Deception (Cha)
first that is also within your reach. On a hit, the second
creature takes the weapon's damage, but don't add your
10 ✘ +2 History (Int) ability modifier to that damage unless that modifier is
negative.
+2 Insight (Wis) Topple. If you hit a creature with this weapon, you can force
the creature to make a Constitution saving throw (DC 8 + the
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS ability modifier used to make the attack roll and your PB). On
+0 +0 Investigation (Int)
a failed save, the creature has the Prone condition.
Push. If you hit a creature with this weapon, you can push
+2 Medicine (Wis) Elven Lineage. Your spellcasting ability for these the creature up to 10 feet straight away from yourself if it is
spells is wisdom. Large or smaller.
WISDOM +0 Nature (Int) Wood Elf. You know the Druidcraft cantrip, and Danger Sense. You have Advantage on Dexterity saving
14 +2 Perception (Wis) you can cast the Longstrider spell once per long throws unless you have the Incapacitated condition.
rest. You can also cast this spell using any spell
-1 Performance (Cha) slots you have of the appropriate level. Reckless Attack. When you make your first attack roll on your
-1 Persuasion (Cha)
turn, you can decide to attack recklessly. Doing so gives you
+2 +0 Religion (Int)
Fey Ancestry. You have Advantage on saving Advantage on attack rolls using Strength until the start of
your next turn, but attack rolls against you have Advantage
throws you make to avoid or end the Charmed during that time.
+1 Sleight of Hand (Dex) condition.
CHARISMA Primal Knowledge. Whenever you make an ability check
+1 Stealth (Dex) Trance. You don’t need to sleep, and magic can’t using one of the following skills while your Rage is active, you
8
put you to sleep. You can finish a Long Rest in 4 can make it as a Strength check even if it normally uses a
✘ +4 Survival (Wis) different ability: Acrobatics, Intimidation, Perception, Stealth,
SKILLS hours if you spend those hours in a trancelike or Survival.
meditation, during which you retain
consciousness. Vitality of the Tree. When you activate your Rage, you gain 4
-1 12 PASSIVE PERCEPTION Temporary Hit Points.
At the start of each of your turns while your Rage is active,
you can give another creature within 10 feet of yourself 2d6
Temporary Hit Points. These last until your Rage ends.
ADVANTAGE
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Greataxe +1 5 ft +6 vs AC 1d12+4 slashing
Cleave, Heavy, Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Calligrapher's supplies
Languages. Common, Elvish, Druidic
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
GENDER AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Greataxe +1. You have a +1 bonus to attack and damage
Backpack 1 5 [Greataxe +1] 1 7 rolls made with this magic weapon.
Bedroll 1 7 Potion of Healing 3 1.5
Oil (flask) 2 2
Rations (1 day) 10 20
Rope 1 5
Tinderbox 1 1
Torch 10 10
Waterskin 1 5
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 0 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
63.5 lb / 240 lb 480 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Druidcraft Thunderclap True Strike
Transmutation Cantrip Evocation Cantrip Divination Cantrip
CASTING TIME Action CASTING TIME Action CASTING TIME Action
RANGE 30 feet RANGE Self (5-foot emanation) RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS S, M (a weapon with which you have proficiency and that is worth 1+
CP)
Whispering to the spirits of nature, you create one of the following Each creature in a 5-foot Emanation originating from you must Guided by a flash of magical insight, you make one attack with the
effects within range. succeed on a Constitution saving throw or take 1d6 Thunder damage. weapon used in the spell's casting. The attack uses your spellcasting
Weather Sensor. You create a Tiny, harmless sensory effect that The spell's thunderous sound can be heard up to 100 feet away. ability for the attack and damage rolls instead of using Strength or
predicts what the weather will be at your location for the next 24 Cantrip Upgrade. The damage increases by 1d6 when you reach Dexterity. If the attack deals damage, it can be Radiant damage or
hours. The effect might manifest as a golden orb for clear skies, a levels 5 (2d6), 11 (3d6), and 17 (4d6). the weapon's normal damage type (your choice).
cloud for rain, falling snowflakes for snow, and so on. This effect Cantrip Upgrade. Whether you deal Radiant damage or the
persists for 1 round. weapon's normal damage type, the attack deals extra Radiant
Bloom. You instantly make a flower blossom, a seed pod open, or a damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling
leaves, spectral dancing fairies, a gentle breeze, the sound of an
animal, or the faint odor of skunk. The effect must fit in a 5-foot
Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Wood Elf (Elven Lineage) Player’s Handbook 2024 Wizard Player’s Handbook 2024 Wizard Player’s Handbook 2024
Jump Longstrider
1st-level transmutation 1st-level transmutation
CASTING TIME Bonus Action CASTING TIME Action
RANGE Touch RANGE Touch
DURATION 1 minute DURATION 1 hour
COMPONENTS V, S, M (a grasshopper’s hind leg) COMPONENTS V, S, M (a pinch of dirt)
You touch a willing creature. Once on each of its turns until the spell You touch a creature. The target's Speed increases by 10 feet until
ends, that creature can jump up to 30 feet by spending 10 feet of the spell ends.
movement. Using a Higher-Level Spell Slot. You can target one additional
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
creature for each spell slot level above 1.
Wizard Player’s Handbook 2024 Wood Elf (Elven Lineage) Player’s Handbook 2024
Greataxe +1 Potion of Healing Backpack
Weapons Potions Adventuring Gear
You have a +1 bonus to attack and damage rolls made with You regain 2d4 + 2 hit points when you drink this potion. A Backpack holds up to 30 pounds within 1 cubic foot. It
this magic weapon. Whatever its potency, the potion’s red liquid glimmers can also serve as a saddlebag.
when agitated.
7 lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide 5 lb. Player’s Handbook 2024
Bedroll Oil (flask) Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear
A Bedroll sleeps one Small or Medium creature. While in a You can douse a creature, object, or space with Oil or use it Rations consist of travel-ready food, including jerky, dried
Bedroll, you automatically succeed on saving throws as fuel, as detailed below. fruit, hardtack, and nuts. See “Malnutrition” in the rules
against extreme cold (see the Dungeon Master's Guide). Dousing a Creature or an Object. When you take the glossary for the risks of not eating.
Attack action, you can replace one of your attacks with
throwing an Oil flask. Target one creature or object within
20 feet of yourself. The target must succeed on a Dexterity
saving throw (DC 8 plus your Dexterity modifier and
Proficiency Bonus) or be covered in oil. If the target takes
Fire damage before the oil dries (after 1 minute), the target
takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour
an Oil flask on level ground to cover a 5-foot square area
within 5 feet of yourself. If lit, the oil burns until the end of
the turn 2 rounds from when the oil was lit (or 12 seconds)
and deals 5 Fire damage to any creature that enters the
area or ends its turn there. A creature can take this damage
only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a
flask of Oil burns for 6 hours in a Lamp or Lantern. That
duration doesn't need to be consecutive; you can
extinguish the burning Oil (as a Utilize action) and rekindle
it again until it has burned for a total of 6 hours.
7 lb. Player’s Handbook 2024 1 lb. Player’s Handbook 2024 2 lb. Player’s Handbook 2024
Rope Tinderbox Torch
Adventuring Gear Adventuring Gear Adventuring Gear
As a Utilize action, you can tie a knot with Rope if you A Tinderbox is a small container holding flint, fire steel, and A torch burns for 1 hour, providing bright light in a 20-foot
succeed on a DC 10 Dexterity (Sleight of Hand) check. The tinder (usually dry cloth soaked in light oil) used to kindle a radius and dim light for an additional 20 feet. If you make a
Rope can be burst with a successful DC 20 Strength fire. Using it to light a Candle, Lamp, Lantern, or Torch—or melee attack with a burning torch and hit, it deals 1 fire
(Athletics) check. anything else with exposed fuel—takes a Bonus Action. damage.
You can bind an unwilling creature with the Rope only if Lighting any other fire takes 1 minute.
the creature has the Grappled, Incapacitated, or Restrained
condition. If the creature's legs are bound, the creature has
the Restrained condition until it escapes. Escaping the Rope
requires the creature to make a successful DC 15 Dexterity
(Acrobatics) check as an action.
5 lb. Player’s Handbook 2024 1 lb. Player’s Handbook 2024 1 lb. Player’s Handbook
Waterskin
Adventuring Gear
A Waterskin holds up to 4 pints. If you don't drink sufficient
water, you risk dehydration (see the rules glossary).
5 lb. (full) Player’s Handbook 2024