5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Greataxe | +5 | 1d12+3 slashing | 5 | |
| Javelin | +5 | 1d6+3 piercing | 30/120 | |
| Hand axes on a chain | +5 | 1d6+3 slashing | 60 |
-Guidance:
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Soldier's Trinket: 2 times a day as a bonus action-Blade Ward:
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
-True Strike:You extend your hand and point a finger at a target in range. Your magic grants you a brief Insight into the target's defenses. On your next turn, you gain advantage on your first Attack roll against the target, provided that this spell hasn't ended.
-Guidance:
You touch one willing creature. Once before the spell ends, the target can roll a [d4] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Soldier's Trinket: 2 times a day as a bonus action
-Blade Ward:
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
-True Strike:
You extend your hand and point a finger at a target in range. Your magic grants you a brief Insight into the target's defenses. On your next turn, you gain advantage on your first Attack roll against the target, provided that this spell hasn't ended.
Class
Bite: +5 to hit, reach 5ft, one target. Piercing damage (1d8+2). Creature must succeed DC 11 Strength saving throw or be knocked prone.
Rage (Ancestral Guardian): When the Ancestral Guardian rages, they draw forth the spirits of their ancestors to aid their allies and confound their foes. The Ancestral Protectors ability gives the first creature the Barbarian strikes each turn disadvantage on attack rolls against targets other than the Barbarian on its next turn, and grants allies resistance against that enemy’s attacks.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
• You have advantage on Strength checks and Strength saving throws.• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Reckless Attack: When you make your first attack on your turn, you can opt to gain advantage on Strength-based melee weapon attack rolls, but attack rollsagainst you also have advantage until your next turn.
Unarmored Defense: While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.
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 incapacitated.[b]Bite:[/b] [+5] to hit, reach 5ft, one target. Piercing damage ([1d8+2]). Creature must succeed DC 11 Strength saving throw or be knocked prone.
[b]Rage (Ancestral Guardian):[/b] When the Ancestral Guardian rages, they draw forth the spirits of their ancestors to aid their allies and confound their foes. The Ancestral Protectors ability gives the first creature the Barbarian strikes each turn disadvantage on attack rolls against targets other than the Barbarian on its next turn, and grants allies resistance against that enemy’s attacks.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
[b]Reckless Attack:[/b] When you make your first attack on your turn, you can opt to gain advantage on Strength-based melee weapon attack rolls, but attack rollsagainst you also have advantage until your next turn.
[b]Unarmored Defense:[/b] While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.
[b]Danger Sense:[/b] 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 incapacitated.
2 Handaxes on a chain
4 Javelins
Explorer's pack:
• bedroll
• mess kit
• tinderbox
• 10 torches
• 10 days rations
• waterskin
• 50 ft. hempen rope
Soldier's Trinket
Collar of the Good Boy
Hood of the dire anglerfish:
Fortitude of the Deep; gain +4 consitution score.
Dark Ocean Ancestry; gain Darkvision up to 120ft and can breath underwater.
Scales of the Trout; armor doesn't weigh you down in water and you can swimm normal speed.
Dog treat: Heals till full HP
Herb paralysis: Lifts paralysis if eaten or burned.
Herb sleep (Lavender mix): makes someone fall asleep if eaten or burned.
Health potion: 1D12 to heal
Elixir of activity: advantage on the next three turns. Lasts for 10 min and can only be used, if you are not taking a bonus action that turn.
All or nothing coin: Once per day, replace any [d20] roll with a single coin flip. Heads is a Critical Success, Tails is a Critical Failure.
"Not Just a Stick"
• unbreakable
• uses: 3 times a day
• 1D4 damage and heals the same target
• Damage first, then heal
• 1 - Heals 1D4
• 2 - Heals 1D8
• 3 - Heals 1D12
• 4 - Heals 1D20
Light/medium armor,
shields,
all simple/martial weapons,
hunting,
guarding,
imune to frist drink of an alcohol beverage.
Shout outs: Stacey, Adam Fowler, Amanda Kettles, Angelo Anderson, Appreciate Witch of Life, AstroLass, bilbens baggo, Brian Nunziato, Bryan Sheairs, Brysen Packer, Bryson Waits, Burlyfighter, Caitlin W., chris wilson, Christopher Allbritton, CJMAXP, Connor, Dalton Elliott, Damon Carrington, Daniel Edwards, Darrya Keshvari, David Schraff, Dragons With Jetpacks, Elisa Martinez, eric sun, Ezzela1891, Federica Frezza, Gordon Alexander Fallon, Gundar Wez, Iofire, Irate The Pirate, Ivee Quinn, Jade Arrowood, Jake Lane, Jeremiah Walker, Jess, Joe Dalby, John Nazario, JollyGamer, Jonathan Lekse, Jordan Brazeal, Josh Braden, Joshua David Maddox, Justin Snyder, Kerry Melton, Kevin, KFB_Patreon, KingHavok1217, Kingyo Senpai, Kyle Clark, Lisa Tucker, Liz Fontain, Lizzie, Lou Bliss, Luke P, Mario Pizzamiglio, Mark L, Matt Price, Matt Yates, Max Hops, Maxwell Mayer, Michael Hamilton, Millergendraft, mtnman1979@aol.com, Mx Charlie, Mylon Schroder, Nahellion, Nathan, Nicholas Zamora, Nick Soucy, Phil Mehl, Phillip P Torchia, Pythor Sen, R., Rachel Anderson, Ray Bissonnette, Remora Jewel, Robert Rich, Robert Skadsem, Ryan Flagg, SallySparrow132, Sarah Holland, Serafina Moon, Shane Andrews, ShortyMcgibble, Sik Makoyi, Siren, Stefan Gottschalk's, Steve Rosenlund, Stuart, Syn21, That Video Editor Nic, thea musing, Trev909, Vedie V, Vincent Drone, Warren Clarida, Wesley Muncy, XMrMonkyx ., Zachary Burgess-Hicks, zachary gee, Zealot23, Zee Livezey
Their contribution stands as a beacon of hope for all adventurers!

