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Firbolg Barbarian 8 (Bear Totem Warrior)

This document provides character details for a level 8 Firbolg barbarian in a D&D campaign. It outlines the character's abilities, traits, equipment, and backstory as an outlander with a generous heart who follows their conscience over rules and distrusts city folk.
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0% found this document useful (0 votes)
83 views4 pages

Firbolg Barbarian 8 (Bear Totem Warrior)

This document provides character details for a level 8 Firbolg barbarian in a D&D campaign. It outlines the character's abilities, traits, equipment, and backstory as an outlander with a generous heart who follows their conscience over rules and distrusts city folk.
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
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22/12/23, 11:09 Fast Character | D&D Character Maker | Firbolg Barbarian 8 (Bear Totem Warrior)

Barbarian 8 (Bear Totem Warrior) 36,720


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Firbolg Outlander
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+5 +3 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Chaotic Good. I follow my
(AC) INITIATIVE conscience regardless of others'
20
SAVING THROWS
14 +1 40 ft. expectations. Freedom and
compassion matter more than rules.
Armor Worn: none (Unarmored Defense)
+8 Strength Saves * Outlander Background [PHB p. 136]
DEX +1 Dexterity Saves • Feature: Wanderer.
HIT POINTS HIT DICE
+1 +6 Constitution Saves * • Tech: Medieval / Steel Age.
• Traits: Wears necklace of feathers.
13
-1 Intelligence Saves
+1 Wisdom Saves
85 8d12 Generous heart.
+0 Charisma Saves • Ideal: Wealth fades, one's own skills
DEATH SAVES: Success O O O Fail O O O endure.
* Prof. bonus added
• Bond: Dreams with nature spirits during
CON SKILLS WEAPON & UNARMED ATTACKS
rests.

+3 +1 Acrobatics (Dex) Extra Attack. When making an Attack action,


you may make two attacks rather than
• Flaw: Never trusts city folk.

Firbolg Traits [MotM p. 15]


16 +4 Animal Handling (Wis) *
one. • Creature Type: Humanoid
-1 Arcana (Int)
• Age: 132 years old
+8 Athletics (Str) *
+1 Magic Greataxe . Melee Weapon • Medium Size (7' 4", 259 lbs.)
+0 Deception (Cha)
INT Attack: +9 to hit, reach 5 ft. Hit: • Firbolg Magic (detect magic or disguise
-1 History (Int)
-1 +1 Insight (Wis)
1d12+6 slashing damage. (Must be
used two-handed.)
self once per short rest)
• Hidden Step (invisible as bonus action 3
times betw. long rests)
8 +3 Intimidation (Cha) *
• Powerful Build (carry, push, drag, lift as if
-1 Investigation (Int) Handaxe. Melee Weapon Attack: +8 to hit,
+1 Medicine (Wis) reach 5 ft. Hit: 1d6+5 slashing damage. (If large size)
thrown, normal range to 20 ft.; • Speech Of Beast And Leaf (Charisma adv.
-1 Nature (Int) disadvantage long range 21 to 60 ft.)
WIS with beasts and plants)
+1 Perception (Wis)
+1 +0 Performance (Cha) Javelin. Melee Weapon Attack: +8 to hit, reach
5 ft. Hit: 1d6+5 piercing damage. (If
Barbarian Class Features [PHB p. 46]
• Rage (4/day)
12 +0 Persuasion (Cha)
thrown, normal range to 30 ft.;
• Unarmored Defense (AC)
-1 Religion (Int) disadvantage long range 31 to 120 ft.)
+1 Sleight of Hand (Dex) • Reckless Attack (adv attacks)
• Danger Sense (adv Dex vs. traps)
+1 Stealth (Dex) MAGIC, FEATS & SPECIAL ATTACKS
CHA • Spirit Seeker (rituals for Speak With
+4 Survival (Wis) * Rage. Lasts 1 minute (10 rounds), or until Animals and Beast Sense)
+0 unconscious, haven't attacked or been
hit.
• Bear Totem Spirit (dmg. resist.)
• Extra Attack (2/attack)
10 * Prof. bonus added
• Fast Movement (increased speed)
11 PASSIVE WISDOM
(PERCEPTION)
EQUIPMENT & TREASURE • Bear Aspect of the Beast (STR adv.)
Magic Items [DMG p. 135] • Feral Instinct (initiative advantage)
• +1 magic greataxe
PROFICIENCIES & LANGUAGES • 2 potions of healing (2d4+2 hp) Rage Effects [PHB p. 48]
Armor: light armor, medium armor, shields • Advantage on STR checks and saves
(a) Item attuned to character. • +2 bonus on STR-based melee damage
Weapons: simple weapons, martial • Resistence (half damage) to all but
weapons Coins & Gems: 731 gold pieces (gp); 65 silver psychic damage.
Tools: musical instrument (flute) pieces (sp); 74 copper pieces (cp); 2 gems
Saving Throws: Strength, Constitution (worth 50 gp each)
Skills: Animal Handling, Athletics,
Intimidation, Survival
Languages: Common, Elvish, Gnomish

ENCUMBRANCE
Lifting & Carrying: 600 lbs. max. carrying
capacity; 1200 lbs. pushing or dragging
(speed -5 ft.); 1200 lbs. max. lift.

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MORE EQUIPMENT
Carried Gear [PHB, p. 143]: two (2)
handaxes, five (5) javelins, explorer's
pack (backpack, a bedroll, a mess kit, a
tinderbox, 10 torches, 10 days' rations,
waterskin, 50 feet of hempen rope on
the side), belt pouch, set of traveler's
clothes, hunting trap, a staff, trophy
from a slain animal. (This load is about
109 lbs.; add 1 lb. per 50 coins
carried.)

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. • Move: Distance equal to Speed.
scene and players take turns Some classes and creatures make • Crawl, Climb, Swim, Squeeze, Move
describing their characters' extra attacks at higher levels with this Across Difficult Terrain or Move While
responses. action. Grappling: "Half speed," uses up 10 ft.
• For ability checks, saving throws, and • Cast Spell: If casting time 1 action. of Speed per 5 ft. distance.
attack rolls, roll 1d20 + one ability • Dash: Double Speed this turn. • Drop Prone: No cost to Speed.
modifier + proficiency bonus (if • Disengage: Avoiding all opportunity • Stand Up: From Prone
proficient in task). The higher the attacks while moving; "defensive position/condition, costs half Speed
total, the better the effort. The DM retreat." that turn.
tracks minimum totals needed for • Dodge: Give attackers disadvantage. • Take Cover: At end of move, half cover
successful results. • Escape: Try to break free from grapple. gives +2 to Armor Class and Dexterity
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. saving throws; three-quarter cover
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one gives +5 AC and Dex saves.
lower totals in the same 6-second ability check or attack roll.
round. • Hide: Stealth allowed only if REACTIONS (1 between turns)
• During a turn, a character or creature unobserved. • Cast Spell: If casting time 1 reaction.
may do 1 movement, 1 action and up • Ready: Plan to take action as reaction • Opportunity Attack: May make one
to 1 bonus action. Between turns, do when trigger occurs. attack if enemy moves out of reach.
up to 1 reaction. • Search: Perception or Investigation • Readied Action: After trigger occurs, else
• Advantage: Roll two d20s and use the check. action wasted.
higher result. Disadvantage: Roll two • Shove: Special melee attack.
d20s and use the lower result. • Stabilze: DC 10 Medicine check to aid 0 FREE ACTIONS
• On attack rolls only, a "natural 20" is h.p. dying creature; automatic success • Concentration (Maintain A Spell): Ends if
caster starts another concentration
always a critical hit, while a "natural if using healer's kit.
spell, or the caster is incapacitated,
1" is always a miss. • Use Object: Pick a lock, activate magical
• Saving throws are rolled as needed at item, cover a hooded lantern, etc. stunned, unconscious, or killed. If
any time due to attacks, spells, or • Use Potion: Drink or administer. caster takes damage, a Constitution
saving throw is needed to avoid
hazzards. • Use Shield: Equip or drop a shield.
immediately ending spell. DC is equal
• A character may die if failing three
BONUS ACTIONS (up to 1 per turn) to 10 or half damage taken, whichever
death saves while at 0 hit points,
gaining 6 levels of exhaustion, or • Offhand Attack: If doing Attack as action, is greater. Each hit needs a separate
suffering certain deadly spells and may make one attack this turn if light saving throw check.
weapon in other hand. • Interacting With An Object: Generally
hazzards.
• Cast Spell: If casting time 1 bonus action. part of another Movement or Action.
• Specific traits, features, spells, and
Examples: Draw one weapon, drop a
magic items may create exceptions to
any rules. held object, or open an unlocked door.

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[UA A ugust 2015] = Une arthe d Arcana: Mode rn Magic, available for download from https://dnd.wizards.com /article s/une arthe d-
arcana/m ode rn-m agic. This site also use s Dan He lm ick 's My Ne w D20 Mode rn C am paign conve rsion note s from his 2015 we bsite
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[UA Oct. 2021] = Une arthe d Arcana: Trave le rs O f The Multive rse , available for download from
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