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Hjoldahr Stoneborn

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23 views4 pages

Hjoldahr Stoneborn

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altenseeharry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Level 20 Mountain Dwarf Barbarian, Path of the Zealot 355000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Hjoldahr Stoneborn
Athlete Neutral Good Harrison
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in

STRENGTH Unarmored Defense (Barbarian) (19) 22 darkness as if it were dim light.

Great Weapon Master. On your turn, when you score a critical hit with a melee weapon or
PROFICIENCY BONUS +6 reduce a creature to 0 hit points with one, you can make one melee weapon attack as a

40
SHIELD bonus action.Before you make a melee attack with a heavy weapon that you are proficient
AC with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to
the attack’s damage.
Athlete. When you are prone, standing up uses only 5 feet of your movement.Climbing
N
CIE C
Cloak of Protection (2), Mariner (1) doesn’t cost you extra movement.You can make a running long jump or a running high jump
+23 Strength
Y
PROFI

✘ after moving only 5 feet on foot, rather than 10 feet.


+15 Crusher. Once per turn, when you hit a creature with an attack that deals bludgeoning
+4 Dexterity damage, you can move it 5 feet to an unoccupied space, provided the target is no more than
one size larger than you.When you score a critical hit that deals bludgeoning damage to a
✘ +15 Constitution ARMOR CLASS creature, attack rolls against that creature are made with advantage until the end of your
next turn.
DEXTERITY
+2 Intelligence Fighting Initiate. Your martial training has helped you develop a particular style of fighting.
MAXIMUM HIT DICE TEMPORARY Mariner. As long as you are not wearing heavy armor or using a shield, you have a

14
swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus
+2 Wisdom to AC.
378 20d12
+3 Charisma Mage Slayer. When a creature within 5 feet of you casts a spell, you can use your reaction
to make a melee weapon attack against that creature.When you damage a creature that is
CONDITIONAL concentrating on a spell, that creature has disadvantage on the saving throw it makes to
maintain its concentration.You have advantage on saving throws against spells cast by
+2 creatures within 5 feet of you.

Martial Adept. 1d6 superiority dice / short rest. DC 29


Menacing Attack. When you hit a creature with a weapon attack, you can expend one
CURRENT HIT POINTS superiority die to attempt to frighten the target. You add the superiority die to the attack’s
damage roll, and the target must make a Wisdom saving throw. On a failed save, it is
CONSTITUTION DEATH SAVING THROWS
frightened of you until the end of your next turn.
SAVING THROWS Disarming Attack. When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to disarm the target, forcing it to drop one item of your choice

24 SPEED FLY CLIMB SWIM that it’s holding. You add the superiority die to the attack’s damage roll, and the target must
N
make a Strength saving throw. On a failed save, it drops the object you choose. The object
CIE C

+8 Acrobatics (Dex) 40ft. 0ft. 40ft. 40ft. lands at its feet.


Y
PROFI


RT

EXPE
Polearm Master. When you take the Attack action and attack with only a glaive, halberd,
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite

+7
end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals

+0 Arcana (Int) Darkvision bludgeoning damage. This attack uses the same ability modifier as the primary attack.While
you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an
opportunity attack from you when they enter your reach.
✘✘ +27 Athletics (Str) Resistances. Poison Squat Nimbleness. You have advantage on any Athletics or Acrobatics check you make to
escape from being grappled.
INTELLIGENCE +1 Deception (Cha) Tough. Your hit points maximum increases by 40.

11 +0 History (Int)
+0 Insight (Wis)
Slasher. Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next turn.When you
score a critical hit that deals slashing damage to a creature, you grievously wound it. Until
the start of your next turn, the target has disadvantage on all attack rolls.

✘✘ +13 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Practiced Expert. Your proficiency bonus is doubled for any ability check you make that uses
+0 +0 Investigation (Int)
the chosen proficiency.
Rage (Bonus Action—Unlimited). Advantage on Strength checks and Strength Saves. A +4 to
damage rolls with strength melee weapon attacks. You have resistance to bludgeoning,
+0 Medicine (Wis) Dwarven Resilience. You have advantage on piercing, and slashing damage.

WISDOM
saving throws against poison, and you have Unarmored Defense. While you aren’t wearing armor, your AC equals 19. You can use a
+0 Nature (Int) resistance against poison damage. shield and still gain this benefit.

10
Reckless Attack. When you make your first attack on your turn, you can decide to attack
✘ +6 Perception (Wis) recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during
Stonecunning. A +12 on History checks related to this turn, but attack rolls against you have advantage until your next turn.
+1 Performance (Cha) origin of stonework. 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
+1 Persuasion (Cha) incapacitated.
+0 +0 Religion (Int)
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on
your turn.

+2 Sleight of Hand (Dex) Fast Movement. Your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct. You have advantage on initiative rolls. If you are surprised at the beginning of
CHARISMA +2 Stealth (Dex) combat and aren’t incapacitated, you can act normally on your first turn, but only if you
enter your rage before doing anything else on that turn.

12 ✘ +6 Survival (Wis)
SKILLS
Brutal Critical. Three additional weapon damage die when determining the extra damage
for a critical hit with a melee attack.
Relentless Rage. If you drop to 0 hp while you’re raging and don’t die outright, you can
make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hp instead. Each time
you use this feature after the first, the DC increases by 5. When you finish a short or long
+1 16 PASSIVE PERCEPTION rest, the DC resets to 10.
Persistant Rage. Your rage is so fierce that it ends early only if you fall unconscious or if you
choose to end it.

Indomitable Might. If your total for a Strength check is less than 40, you can use 40 place of
ADVANTAGE
✘ the total.

+2
Divine Fury. While raging, the first creature you hit on a turn with a weapon attack takes an
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS
extra 1d6+10 necrotic or radiant damage(choose when taking this feature.)

Warrior of the Gods. When a spell with the sole effect of restoring you to life(not undeath)
is cast on you, the caster doesn't need material components.
Fanatical Focus (1/Rage). While raging, if you fail a saving throw, you can reroll it, and you
NAME RANGE ATTACK DAMAGE / TYPE must use the new roll.
The Tempest Greataxe 5 ft +19 vs AC 1d12+13 slashing Zealous Presence (Bonus Action—1/Long Rest). Unleash a battle cry, up to 10 other
creatures of your choice within 60ft gain advantage on attack rolls and saving throws until
The Tempest A Great Axe with metal the color of a night’s sky. The handle is made of a dark wood of an unidentifiable variety. In combat, faint blue lightning
the start ofcrackles appear on its surface. The user’s eyes will faintly glow. Gives +2 o
your next turn.

FEATURES & TRAITS


Tempest Greataxe Special Attack 30 ft Cone DC17 Strength Save 5d8 Radiant Damage
Righteous Attack: By swinging The Tempest as an action instead of attacking a single target, you send out a magical force imbued with the strength of a hurricane. All targets within a 30 ft. radius of this attack must make a DC 16 Stren

Javelin 30/120 +17 vs AC 1d6+11 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Thrown

Battleaxe 5 ft +17 vs AC 1d8+11 slashing Weapon Proficiencies. Battleaxe, Handaxe, Light


Versatile
Hammer, Warhammer, Simple Weapons, Martial
Weapons

Tool Proficiencies. Brewer’s supplies, Vehicles land

Languages. Common, Dwarvish, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 60 5'6 315
GENDER AGE HEIGHT WEIGHT
Hjoldahr Stoneborn Brown Light Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your
blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen
tongues.
Obstacles exist to be overcome.
Anything worth doing is worth doing best. Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those
who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and
quite often cross paths with one another.

PERSONALITY TRAITS

The strongest bonds are forged through struggle.

IDEAL

I will be the best for the honor and glory of my


home.

BOND

I'm convinced of the significance of my destiny, and


blind to my shortcomings and the risk of failure

FLAW BACKGROUND STORY

BOON OF ARTIFACT AFFINITY


Echoes of Victory Pick 1 item that you are attuned to. That item becomes part of your demigod persona and merges with your physical
You have attracted admiration among spectators, form.
fellow athletes, and trainers in the region that You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can
hosted your past athletic victories. When visiting any summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if
settlement within 100 miles of where you grew up, it is not summoned or held at the time when you take an action you can act as if you are using the item rather than
there is a 50 percent chance you can find someone
there who admires you and is willing to provide whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the
information or temporary shelter.Between item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with
adventures, you might compete in athletic events this item (think Zeus and his lightning bolts)
sufficient enough to maintain a comfortable lifestyle, This boon cannot be picked more than once.
as per the "Practicing a Profession" downtime
activity.
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 +2. The Tempest
Half Plate 1 40 [Greataxe +2] 1 7 A Great Axe with metal the color of a night’s sky. The
Javelin 1 2 [Cloak of Protection] 1 — handle is made of a dark wood of an unidentifiable
Explorer’s Pack 1 10 [Ring of Protection] 1 — variety. In combat, faint blue lightning crackles appear
Shield 1 6 [Boots of Striding and Springing] 1 — on its surface. The user’s eyes will faintly glow. Gives +2
Battleaxe 1 4 Horn of Valhalla, Iron 1 — on attack and damage rolls. Requires attunement.
Climber’s Kit 1 12 [Boon of Immortality] 1 — Righteous Attack: By swinging The Tempest as an action
instead of attacking a single target, you send out a
magical force imbued with the strength of a hurricane.
All targets within a 30 ft. radius of this attack must make
a DC 16 Strength saving throw, taking 5d8 radiant
damage and being pushed away from you by 10 ft. on a
failed save, or taking half as much damage and
remaining where they are on a successful save. You must
wait until the next dawn before using it again. Counts
when considering the continuation of rage.
Storm of Just Fury: Holding the Tempest aloft, radiant
beams extend out in a 20 foot radius AoE. All enemies
take 2d8 radiant damage. This effect lasts three turns
and triggers when an enemy moves into the radius or
takes a turn.
ATTUNED MAGIC ITEMS 3 / 3
Cloak of Protection. You gain a +1 bonus to AC and
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb saving throws while you wear this cloak.

Ring of Protection. You gain a +1 bonus to AC and saving


throws while you wear this cloak.

Boots of Striding and Springing. While you wear these


boots, your walking speed becomes 30 feet, unless your
walking speed is higher, and your speed isn't reduced if
you are encumbered or wearing heavy armor. In
addition, you can jump three times the normal distance,
though you can't jump farther than your remaining
COPPER SILVER ELECTRUM GOLD PLATINUM movement would allow.
0 0 0 3364 0
Boon of Immortality. You stop aging. You are immune to
any effect that would age you, and you can’t die from
ENCUMBRANCE — LIFTING AND CARRYING
old age.
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

148.3 lb / 1200 lb 2400 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Serpent Guard Bracers + 3 Bonus to Grappling Checks

Belt of Kazmairak
Barbarian Kazmairak the lucky, prized this dark oiled leather belt, with dwarven runes for life etched
deeply into its surface.
While attuned to this belt, the player requires a fourth failed death save to die, rather than three
failed saves.

Ruby of the Berserker


For every enemy killed in a combat, add +1 to attack and damage rolls, up to +10.

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.
The Tempest Greataxe Javelin Battleaxe
Martial Melee Weapon Simple Melee Weapon Martial Melee Weapon

RANGE 5 ft RANGE 30/120 RANGE 5 ft


ATTACK +19 vs AC ATTACK +17 vs AC ATTACK +17 vs AC
DAMAGE 1d12+13 slashing DAMAGE 1d6+11 piercing DAMAGE 1d8+11 slashing
The Tempest Thrown Versatile
A Great Axe with metal the color of a night’s sky. The handle is
made of a dark wood of an unidentifiable variety. In combat, faint
blue lightning crackles appear on its surface. The user’s eyes will
faintly glow. Gives +2 on attack and damage rolls. Requires
attunement.
Righteous Attack: By swinging The Tempest as an action instead of
attacking a single target, you send out a magical force imbued with
the strength of a hurricane. All targets within a 30 ft. radius of this
attack must make a DC 16 Strength saving throw, taking 5d8 radiant
damage and being pushed away from you by 10 ft. on a failed save,
or taking half as much damage and remaining where they are on a
successful save. You must wait until the next dawn before using it
again. Counts when considering the continuation of rage.
Storm of Just Fury: Holding the Tempest aloft, radiant beams extend
out in a 20 foot radius AoE. All enemies take 2d8 radiant damage.
This effect lasts three turns and triggers when an enemy moves into
the radius or takes a turn.

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