Class & Level

Totem Barbarian lvl 3

Species

Half Orc

Background

Outlander

Alignment

______________

Strength

18

+4

Dexterity

14

+2

Constitution

16

+3

Intelligence

8

-1

Wisdom

12

+1

Charisma

10

+0

14

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

35

Max Health Points

Saving Throws

Strength

+6

Dexterity

+2

Constitution

+5

Intelligence

-1

Wisdom

+1

Charisma

+0

+2

Proficiency
Bonus

CON

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+3

Arcana Int

-1

Athletics Str

+6

Deception Cha

+0

History Int

-1

Insight Wis

+1

Intimidation Cha

+2

Investigation Int

-1

Medicine Wis

+1

Nature Int

+1

Perception Wis

+1

Performance Cha

-1

Persuasion Cha

+0

Religion Int

-1

Sleight of Hand Dex

+2

Stealth Dex

+2

Survival Wis

+3

Traits & Gear

Traits

The wolf’s pack runs in your blood, every step and strike honed to hunt alongside—or protect—your allies with feral precision.
Drawn to Chult by whispers in the jungle and the call of distant predators, you rage through undergrowth and reef alike, a beast in harmony with the wild.

Darkvision: Can see in the dark for up to 60ft.

Equipment & Money

A greataxe: +6 to hit, 1d12+4 damage
Two handaxes: +6 to hit, 1d4+4 damage, throwable.
Wolf tooth totem:

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Relentless Endurance

If dropped to 0 hit points can be dropped to 1 hit point instead once per long rest.

Danger Sense

Your keen senses give you an edge in dangerous situations. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.

Aspect of the Wolf

While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Actions

Abilities that take require an action, bonus action or reaction. 

Rage

In battle, you fight with primal ferocity.

You have advantage on STR saving throws and athletics checks.
Melee attacks do an extra +2 damage.
You have resistance to physical damage.
Your rage lasts for 1 minute. unless you are knocked unconscious or if you don’t attack an enemy during your turn.

Attack – Greataxe

+6 to hit, 1d12 + 4 dmg.

Option: Reckless Attack!

You throw caution to the wind, you attack with advantage this turn, but in turn give you enemies advantage on attacks against you.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Rage Charges : Lv 1 : 🟥🟥🟥

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Beast Sense (once per day)

Casting Time: 10 mins | Range: Touch | Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Speak to Animals (once per day)
Ritual

Casting Time: 10 mins| Range: Touch | Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for 10 minutes. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.