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Barkth Character Sheet

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0% found this document useful (0 votes)
29 views3 pages

Barkth Character Sheet

Uploaded by

FluffyCat7125
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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Barbarian (1) Spy Isabelle

CLASS & LEVEL BACKGROUND PLAYER NAME


Barkth Lizardfolk Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH She is super dedicated to
16 +2 30 everything so she will almost
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
never back down from anything

16 PERSONALITY TRAITS

Hit Point Maximum 13



+5 Strength
DEXTERITY She is very power hungry so she
+2 Dexterity does almost anything to get power

+2 ●
+3 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

14 +2 Wisdom
She tries to learn how to protect the tribe
-1 Charisma at all cost and maybe get revenge on the
CONSTITUTION people who killed her father
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +2 Acrobatics (Dex) SUCCESSES She lost her father and her left eye
12 ●
+4 Animal Handling (Wis) 1d12+1 FAILURES
so she has no depth perception
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5 Athletics (Str)

-1 ●
+1 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

8 +2 Insight (Wis)
Whip +5 1d4+3 slashing
Clothes, common
WISDOM
-1
-1
Intimidation (Cha)
Investigation (Int)
Crossbow, light +4 1d8+2 piercing
Crowbar
+2 Medicine (Wis) Javelin +5 1d6+3 piercing
Explorer's Pack
+2 -1 Nature (Int)
Pouch
14

+4 Perception (Wis) Number of
-1
-1
Performance (Cha)
Persuasion (Cha)
Attacks: 1
CHARISMA
-1 Religion (Int)

-1 ●
+2 Sleight of Hand (Dex)
+4 Stealth (Dex)
9 ●
+4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Dice Set;
Thieves' Tools
EP

Weapon Proficiencies: Martial;


Simple GP
15
Armor Proficiencies: Light;
PP
Medium; Shields

Language Proficiencies:
Common; Draconic
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
14 160 cm 175 kg
AGE HEIGHT WEIGHT
Barkth Yellow Cyan Flame
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Barkth lost her father and her left eye at a


young age and she has been protecting
and working for the tribe for that reason,
she hunted food for the tribe mostly small
animals.
She learned a lot from studying the animals
and she learned how to sneak up on them
to kill them.

Her motivation to travel stems from her lost


eye and her fathers passing, so she wants
to learn to protect her tribe and maybe get
revenge and possibly kill the people who
killer her father.

She got very power hungry from doing all


the dirty work in the tribe and all the
hunting, she also got very dedicated for the
same reason.
TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Actions----------
Bite. Your fanged maw is a natural weapon, which you can use to
make unarmed strikes. If you hit with it, you deal piercing damage
equal to 1d6 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus
+2; resistance to bludgeoning, piercing, and slashing damage (lasts 1
minute, use twice/long rest).

Hungry Jaws. In battle, you can throw yourself into a vicious feeding
frenzy. As a bonus action, you can make a special attack with your
bite. If the attack hits, it deals its normal damage, and you gain
temporary hit points (minimum of 1) equal to your Constitution modifier,
and you can't use this trait again until you finish a short or long rest.

-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You know how to get
messages to and from your contact, even over great distances;
specifically, you know the local messengers, corrupt caravan masters,
and seedy sailors who can deliver messages for you. .

Cunning Artisan. As part of a short rest, you can harvest bone and hide
from a slain beast, construct, dragon, monstrosity, or plant creature of
size Small or larger to create one of the following items: a shield, a
club, a javelin, or ld4 darts or blowgun needles. To use this trait, you
need a blade, such as a dagger, or appropriate artisan's tools, such as
leatherworker's tools.

Hold Breath. You can hold your breath for 15 minutes.

Natural Armor. You have tough, scaly skin. When you aren't wearing
armor, your AC is 13 + your Dexterity modifier. You can use your
natural armor to determine your AC if the armor you wear would leave
you with a lower AC. A shield's benefits apply as normal while you use
your natural armor.

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