Fiche PJ dd5
Fiche PJ dd5
STEALTH DISADVANTAGE
                                    ✘
       +6                                                                                                                                                                 Rage (Bonus Action—5/Long Rest). Advantage on Strength
                                                 +2 Dexterity                                                                                                             checks and Strength Saves. A +3 to damage rolls with
                                    ✘            +10 Constitution                                                ARMOR CLASS                                              strength melee weapon attacks. You have resistance to
                                                                                                                                                                          bludgeoning, piercing, and slashing damage.
   DEXTERITY
                                                 -2 Intelligence
                                                                                     MAXIMUM                           HIT DICE                          TEMPORARY        Unarmored Defense. While you aren’t wearing armor, your
     15                                          +3 Wisdom
                                                 +2 Charisma
                                                                                         165                           13d12                                              AC equals 17. You can use a shield and still gain this benefit.
                                                                                                                                                                          Reckless Attack. When you make your first attack on your
                             CONDITIONAL
                                                                                                                                                                          turn, you can decide to attack recklessly. Doing so gives you
       +2                                                                                                                                                                 advantage on melee weapon attack rolls using Strength
                                                                                                                                                                          during this turn, but attack rolls against you have
                                                                                                           CURRENT HIT POINTS                                             advantage until your next turn.
 CONSTITUTION                                                                                                        DEATH SAVING THROWS
                                                                                                                                                                          Danger Sense. You have advantage on Dexterity saving
                                                    SAVING THROWS
                                                                                                                                                                          throws against effects that you can see, such as traps and
     20                            N
                                CIE C
                                                 +7 Acrobatics (Dex)
                                                                                     SPEED
                                                                                        40ft.
                                                                                                        FLY
                                                                                                              0ft.
                                                                                                                                CLIMB
                                                                                                                                       0ft.
                                                                                                                                                         SWIM
                                                                                                                                                            0ft.
                                                                                                                                                                          spells. To gain this benefit, you can’t be blinded, deafened,
                                                                                                                                                                          or incapacitated.
                                        Y
                            PROFI
                                    ✘
                                            RT
EXPE
                                                 +3 Animal Handling (Wis)            VISION                                     INSPIRATION              EXHAUSTION       Path of the Wild Soul.
       +5                                        -2 Arcana (Int)                                                                                                          Extra Attack. You can attack twice, instead of once,
                                    ✘            +11 Athletics (Str)                  Resistances. Cold                                                                   whenever you take the Attack action on your turn.
 INTELLIGENCE                                    +2 Deception (Cha)                                                                                                       Fast Movement. Your speed increases by 10 feet while you
                                                                                                                                                                          aren’t wearing heavy armor.
       7                                         -2 History (Int)
                                                 +3 Insight (Wis)
                                                                                                                                                                          Feral Instinct. You have advantage on initiative rolls. If you
                                                                                                                                                                          are surprised at the beginning of combat and aren’t
                                                 +2 Intimidation (Cha)                               SPEED, SENSES, & CONDITIONS                                          incapacitated, you can act normally on your first turn, but
       -2                                        -2 Investigation (Int)
                                                                                                                                                                          only if you enter your rage before doing anything else on
                                                                                                                                                                          that turn.
                                                 +3 Medicine (Wis)                   Stone's Endurance (1/Short Rest). When you take                                      Brutal Critical. Two additional weapon damage die when
    WISDOM
                                                                                     damage, you can use your reaction to roll a d12+5                                    determining the extra damage for a critical hit with a melee
                                                 -2 Nature (Int)                     and reduce the damage by that total.                                                 attack.
     16                                          +3 Perception (Wis)
                                                 +2 Performance (Cha)
                                                                                     Powerful Build. You count as one size larger when
                                                                                     determining your carrying capacity and the weight
                                                                                                                                                                          Relentless Rage. If you drop to 0 hp while you’re raging
                                                                                                                                                                          and don’t die outright, you can make a DC 10 Constitution
                                                                                     you can push, drag, or lift.                                                         saving throw. If you succeed, you drop to 1 hp instead.
                                                 +2 Persuasion (Cha)
       +3                                        -2 Religion (Int)
                                                                                                                                                                          Each time you use this feature after the first, the DC
                                                                                                                                                                          increases by 5. When you finish a short or long rest, the DC
                                                                                     Mountain Born. You’re acclimated to high                                             resets to 10.
                                                 +2 Sleight of Hand (Dex)            altitude, including elevations above 20,000 feet.
   CHARISMA                                                                                                                                                               Lingering Magic (5/Long Rest). You can cast Detect Magic.
                                                 +2 Stealth (Dex)                                                                                                         Spellcasting: Constitution.
     14                                          +3 Survival (Wis)
                                                         SKILLS
                                                                                                                                                                          Wild Surge. When you rage, roll on the Wild Surge Table.
                                                                                                                                                                          The save DC is 18
                                                                                                                                                                          Magic Reserve (Action). Touch a creature and roll a d4. The
       +2                     13                     PASSIVE PERCEPTION
                                                                                                                                                                          creature regains an expended spell slot equal to the level
                                                                                                                                                                          rolled. If the creature cannot regain the spell slot they gain
                                                                                                                                                                          temporary HP equal to 5 times the number rolled. You take
       ADVANTAGE
                   ✘
                                                                                                                                                                          force damage equal to the number rolled.
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.
                                                                       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
IDEAL
BOND
                Echoes of Victory
You have attracted admiration among spectators,
fellow athletes, and trainers in the region that
hosted your past athletic victories. When visiting any
settlement within 100 miles of where you grew up,
there is a 50 percent chance you can find someone
there who admires you and is willing to provide
information or temporary shelter.Between
adventures, you might compete in athletic events
sufficient enough to maintain a comfortable lifestyle,
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           Belt of Stone Giant Strength. While wearing this belt,
                                                       Greataxe +2                                                    1    7            your Strength score changes to a score granted by the
                                                       [Greataxe +3]                                                  1    7            belt. The item has no effect on you if your Strength
                                                       [Belt of Stone Giant Strength]                                 1    —            without the belt is equal to or greater than the belt’s
                                                                                                                                        score.
                                                                                                                                          Six varieties of this belt exist, corresponding with and
                                                                                                                                        having rarity according to the six kinds of true giants. The
                                                                                                                                        belt of stone giant strength and the belt of frost giant
                                                                                                                                        strength look different, but they have the same effect.
0 0 0 7000 0
                        #1                                                               #2
STORED ITEM                                #    lb.    STORED ITEM                                                    #    lb.
                                          This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                           Detect Magic
                      1st-level divination (ritual)
For the duration, you sense the presence of magic within 30 feet of
you. If you sense magic in this way, you can use your action to see a
faint aura around any visible creature or object in the area that bears
magic, and you learn its school of magic, if any. The spell can
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt.
     RANGE      5 ft                               RANGE      5 ft
     ATTACK     +13 vs AC                          ATTACK     +14 vs AC
    DAMAGE      1d12+8 slashing                   DAMAGE      1d12+9 slashing
Heavy, Two-Handed                             Heavy, Two-Handed
                    Greataxe +2                                        Belt of Stone Giant Strength                                               Greataxe +3
                        Weapons                                                     Wondrous Items                                                    Weapons
You have a +2 bonus to attack and damage rolls made with     While wearing this belt, your Strength score changes to a        You have a +3 bonus to attack and damage rolls made with
this magic weapon.                                           score granted by the belt. The item has no effect on you if      this magic weapon.
                                                             your Strength without the belt is equal to or greater than
                                                             the belt’s score.
                                                                Six varieties of this belt exist, corresponding with and
                                                             having rarity according to the six kinds of true giants. The
                                                             belt of stone giant strength and the belt of frost giant
                                                             strength look different, but they have the same effect.
                                                                Type Strength Rarity
                                                                Hill giant 21 Rare
                                                                Stone/frost giant 23 Very rare
                                                                Fire giant 25 Very rare
                                                                Cloud giant 27 Legendary
                                                                Storm giant 29 Legendary
7 lb.                               Dungeon Master’s Guide   0 lb.                                   Dungeon Master’s Guide   7 lb.                               Dungeon Master’s Guide
                 Stone's Endurance                                                      Powerful Build                                                      Mountain Born
                          Racial Trait                                                       Racial Trait                                                         Racial Trait
You can focus yourself to occasionally shrug off injury.            You count as one size larger when determining your                  You have resistance to cold damage. You’re also acclimated
When you take damage, you can use your reaction to roll a           carrying capacity and the weight you can push, drag, or lift.       to high altitude, including elevations above 20,000 feet.
d12. Add your Constitution modifier to the number rolled,
and reduce the damage by that total. After you use this
trait, you can't use it again until you finish a short or long
rest.
Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters Goliath Volo’s Guide to Monsters
You’ve learned to put the weight of a weapon to your                In battle, you fight with primal ferocity. On your turn, you        While you are not wearing any armor, your Armor Class
advantage, letting its momentum empower your strikes.               can enter a rage as a bonus action. While raging, you gain          equals 10 + your Dexterity modifier + your Constitution
You gain the following benefits:                                    the following benefits if you aren’t wearing heavy armor:           modifier. You can use a shield and still gain this benefit.
  • On your turn, when you score a critical hit with a                 • You have advantage on Strength checks and Strength
melee weapon or reduce a creature to 0 hit points with              saving throws.
one, you can make one melee weapon attack as a bonus                   • When you make a melee weapon attack using
action.                                                             Strength, you gain a bonus to the damage roll that
  • Before you make a melee attack with a heavy weapon              increases as you gain levels as a barbarian, as shown in the
that you are proficient with, you can choose to take a - 5          Rage Damage column of the Barbarian table.
penalty to the attack roll. If the attack hits, you add +10 to         • You have resistance to bludgeoning, piercing, and
the attack’s damage.                                                slashing damage.
Feat (12) Player’s Handbook Barbarian Player’s Handbook Barbarian Player’s Handbook
Starting at 2nd level, you can throw aside all concern for          At 2nd level, you gain an uncanny sense of when things              The realm of the Feywild abounds with beauty,
defense to attack with fierce desperation. When you make            nearby aren’t as they should be, giving you an edge when            unpredictable emotion, and rampant magic. A barbarian
your first attack on your turn, you can decide to attack            you dodge away from danger.                                         exposed to this realm feels emotions powerfully and magic
recklessly. Doing so gives you advantage on melee weapon              You have advantage on Dexterity saving throws against             saturates their body. When a barbarian who follows this
attack rolls using Strength during this turn, but attack rolls      effects that you can see, such as traps and spells. To gain         path rages, it is a bellowing roar for freedom, an explosion
against you have advantage until your next turn.                    this benefit, you can’t be blinded, deafened, or                    of expression, manifesting in unpredictable ways.
                                                                    incapacitated.
Barbarian                                      Player’s Handbook    Barbarian                                      Player’s Handbook    Primal Path                Unearthed Arcana: Barbarian and Monk
                              Extra Attack                                                                       Fast Movement                                                        Feral Instinct
                                  Class Feature                                                                      Class Feature                                                       Class Feature
Beginning at 5th level, you can attack twice, instead of                                 Starting at 5th level, your speed increases by 10 feet while        By 7th level, your instincts are so honed that you have
once, whenever you take the Attack action on your turn.                                  you aren’t wearing heavy armor.                                     advantage on initiative rolls.
                                                                                                                                                               Additionally, if you are surprised at the beginning of
                                                                                                                                                             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.
Beginning at 9th level, you can roll one additional weapon                               Starting at 11th level, your rage can keep you fighting             At 3rd level, your body reacts to the presence of magic. You
damage die when determining the extra damage for a                                       despite grievous wounds. If you drop to 0 hit points while          can cast the detect magic spell without using a spell slot or
critical hit with a melee attack.                                                        you’re raging and don’t die outright, you can make a DC 10          components. Constitution is your spellcasting ability for this
   This increases to two additional dice at 13th level and                               Constitution saving throw. If you succeed, you drop to 1 hit        spell. You faintly glow a color corresponding to the school
three additional dice at 17th level.                                                     point instead.                                                      of magic you detect (you choose the colors).
                                                                                           Each time you use this feature after the first, the DC              You can use this feature a number of times equal to your
                                                                                         increases by 5. When you finish a short or long rest, the DC        Constitution modifier (minimum of once). You regain all
                                                                                         resets to 10.                                                       expended uses when you finish a long rest.
Barbarian Player’s Handbook Barbarian Player’s Handbook Path of the Wild Soul Unearthed Arcana: Barbarian and Monk
Path of the Wild Soul Unearthed Arcana: Barbarian and Monk Path of the Wild Soul Unearthed Arcana: Barbarian and Monk Path of the Wild Soul Unearthed Arcana: Barbarian and Monk