Class & Level

Barbarian Level 2

Species

Elf

Background

Criminal

Alignment

______________

Strength

18

+4

Dexterity

10

+0

Constitution

16

+3

Intelligence

10

+0

Wisdom

10

+0

Charisma

10

+0

14

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

30

Max Health Points

Saving Throws

Strength

+2

Dexterity

+2

Constitution

+2

Intelligence

+2

Wisdom

+2

Charisma

+2

+2

Proficiency
Bonus

STR

+3

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+0

Animal Handling Wis

+0

Arcana Int

+0

Athletics Str

+6

Deception Cha

+0

History Int

+0

Insight Wis

+0

Intimidation Cha

+2

Investigation Int

+0

Medicine Wis

+0

Nature Int

+0

Perception Wis

+0

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+0

Sleight of Hand Dex

+0

Stealth Dex

+0

Survival Wis

+0

Traits & Gear

Traits

Rage
In battle, you fight with primal ferocity. On your turn, you can enter 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, 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.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. 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.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.

Equipment & Money

Lollypop of festive destruction 1d12+4
2x Throwable candy canes 1d6

 

 

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.

Actions

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

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.

 

 

Spells

Cantrips

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

Spells

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