Adventure Date: TBD, 2026
Last Updated: May 3, 2026
Campaign: Bunch of Random Dudes - Chapter 3 class: barbarian (totem warrior) species: mountain dwarf level: 3 alignment: chaotic good xp: 0 deity: Moradin Background: outlander Home Region: size: medium age: 40 gender: female height: 4'6" eyes: gold hair: copper skin: leathery tan weight: 200 lbs Languages: common, dwarven, goblin hp = 38 35 29 23 10 38 31 28 34 38 32 25 18 24 34 HD: 1 38 ==================================================================================== STR: 17 +3 HP: 38 Healing HD: 1d12+2 x3 inspiration = 0 DEX: 14 +2 AC: 19 (17 no shield) CON: 15 +2 = 14 + 2 + 2 + 1 + 0 INT: 10 +0 armor/CON + shield + dex + magic + misc WIS: 12 +1 CHA: 8 -1 Initiative: +2 Speed: 25 ft Proficiency: +2 passive perception: 13 - resistance to all damage types, except psychic, while in a rage - resistance against poison damage ==================================================================================== SAVES Total = base +prof +magic +misc STR: +5 = +3 +2 (advantage if raging) DEX: +2 = +2 +0 (advantage vs effects: traps, spells) CON: +4 = +2 +2 INT: +0 = +0 +0 WIS: +1 = +1 +0 CHA: -1 = -1 +0 - Dwarf: advantage on saving throws against poison - Danger Sense: 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. ==================================================================================== rage = 3/day = reckless attack = advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- Sirni (battleaxe) +7 1d8+5 slashing - versatile (1d10), sentient +2 raging (melee only) great axe +5 1d12+3 slashing - heavy, two-handed +2 raging (melee only) warhammer +6 1d8+3 bludgeoning - versatile (1d10), silver - mastercrafted +2 raging (melee only) javelin x4 +6 1d6+3 piercing 30/120 thrown = 3 2 - mastercrafted +2 raging (melee only) unarmed strike +5 1+3 bludgeon n/a +2 raging ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +2 acrobatics DEX +2 +3 animal handling WIS +1 +2 +0 arcana INT +0 +5 athletics STR +3 +2 -1 deception CHA -1 +0/+4 history INT +0 (+4 for stonework) +1 insight WIS +1 -1/+3 intimidation CHA/STR -1/+3 +0 investigation INT +0 +1 medicine WIS +1 +0 nature INT +0 +3 perception WIS +1 +2 -1 performance CHA -1 -1 persuasion CHA -1 +0 religion INT +0 +2 sleight of hand DEX +2 +2 stealth DEX +2 (scale mail: disadvantage) +3 survival WIS +1 +2 +5 tools: smith STR +3 +2 +1 music instrument: drum CHA -1 +2 ============================================================================= SPECIAL ABILITIES / FEATS Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: smith, drums SPECIES: MOUNTAIN DWARF STR +2; CON +2 Darkvision. - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven Armor Training. - You have proficiency with light and medium armor. - Your base walking speed is 25 feet. - Your speed is not reduced by wearing heavy armor. Dwarven Resilience. - You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer Tool Proficiency. - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools (smith's tools) Stonecunning. - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. BACKGROUND: OUTLANDER Skill Proficiencies: Athletics, Survival Tool Proficiencies: musical instrument: drum Languages: goblin CLASS: BARBARIAN Skills: Animal Handling, Perception Rage: = duration 1 minute, 3/long rest - On your turn, you can enter or end a rage as a bonus action. - While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, gain +2 damage bonus - You have resistance to bludgeoning, piercing, and slashing damage. -rage 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 Unarmored Defense: - While you are not wearing any armor, your Armor Class equals 10 + CON + DEX = 10 + 2 + 2 = 14 - You can use a shield and still gain its benefit. Reckless Attack: - When you make your first attack on your turn, you can decide to attack recklessly. - Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. 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. Path of the Totem Warrior - Spirit Seeker: cast beast sense and speak with animals as a ritual spell only - Totem Spirit (3rd level): Bear - resistance vs all damage, except psychic ============================================================================== GEAR Total WT= 75 + 151 = 226 lbs load: STR x 15 = 255 lbs push/drag/lift: STR x 30 = 510 lbs DM HOUSE RULE: Potions can be drunk as a bonus action DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0) WT Item --- --------------------- 0 Rainbow Nightcap of Pleasant Dreams (trinket = 100 gp) - she always has pleasant dreams when she wears her nightcap while sleeping - When worn during a long rest, reduces a creature's exhaustion level by 2, instead of by 1. 0 traveller's clothes 0 chest key on string around neck 1 bearskin cloak - trophy from her first kill, bear's head is back on display at her clan's hunting lodge 45 scale mail armor (50 gp) 6 Issi's steel shield (10 gp) - has a deceptively beautiful linework pattern on it, and its surface is shined to a mirror polish. 4 Sirni - sentient battleaxe: +2 hit, +2 damage, +1 AC 7 greataxe (30 gp) - large owlbear feather tied to its shaft 2 "THUD"- Kitaela's mastercrafted silver warhammer (145 gp) = +1 to hit 8 Kitaela's mastercrafted javelins (1 gp each = 4 gp) = +1 to hit x4 1 pouch (0.5 gp) 3 - coins 1 - tinderbox (0.5 gp) 0 - manacle key 1 pouch (0.5 gp) 0 - Healing Potion (50 gp) x2 - heals 2d4+2 hp 0 - 4 random potions (5 cp each) - all look the same, but roll a d6 for effect 1 = 2 = 3 = 3 minutes - skin turns a vibrant green 4 = 5 = 6 = 7 minutes - ears turn into batwings 5 thick leather pack harness (5 gp) to carry chest on back 25 wooden chest (5 gp) - holds 300 lbs 1 lock (10 gp) - on wooden chest - DEX DC 15 to pick with thieves'tools 5 - backpack (5 gp) - holds 30 lbs 1 - mess kit (0.2 gp) 10 - 5 days of rations (0.5 gp each = 5 gp) 5 - waterskin (0.2 gp) 7 - bed roll (1 gp) 3 - red worg skull (trophy - reminder to rely on her companions to save her) 3 - dwarven drum (6 gp) 6 - manacles (2 gp) - DEX DC 15 to pick with thieves'tools 25 - hunting trap (5 gp) 10 - 50 feet of hempen rope (1 gp) 35 - portable ram (4 gp) = +4 to STR to open door, adv if another helps ============================================================================== TREASURE store credit = 0 gp pp = 27 gem (15 gp) gp = 117 sp = 7 cp = ============================================================================= In Storage: pp = gp = sp = cp = 10 - 10 torches (0.01 gp each = 0.1 gp) 24 - 12 days of rations (0.5 gp each = 5 gp) ============================================================================== SPECIAL NOTES: ------------------------------------------------------- Hunting Trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take ld4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Exhaustion Level Effect l Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death