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Beorn

Beorn is a level 6 barbarian/druid character with high strength and constitution. As a barbarian, Beorn can enter a rage for combat bonuses and damage resistance. As a druid, Beorn can cast rituals and has nature-related abilities.

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Menion Leah
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0% found this document useful (0 votes)
131 views6 pages

Beorn

Beorn is a level 6 barbarian/druid character with high strength and constitution. As a barbarian, Beorn can enter a rage for combat bonuses and damage resistance. As a druid, Beorn can cast rituals and has nature-related abilities.

Uploaded by

Menion Leah
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Level 6 Reborn Barbarian, Path of the Totem Warrior (3) / Druid, Circle of the Moon (3) 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Beorn
Custom Background Chaotic Evil Fra
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Rage (Bonus Action—3/Long Rest). Advantage on


STRENGTH Unarmored Defense (Barbarian) (15) 17 Strength checks and Strength Saves. A +2 to damage
rolls with strength melee weapon attacks. You have
PROFICIENCY BONUS +3
14
SHIELD
AC resistance to bludgeoning, piercing, and slashing
Shield damage.
N
CIE C

+5 Strength Unarmored Defense. While you aren’t wearing


Y
PROFI


+2 armor, your AC equals 15. You can use a shield and
+2 Dexterity
still gain this benefit.
✘ +6 Constitution ARMOR CLASS
DEXTERITY
-1 Intelligence
Reckless Attack. When you make your first attack
MAXIMUM HIT DICE TEMPORARY on your turn, you can decide to attack recklessly.
14 +2 Wisdom

-1 Charisma
59 3d12/3d8 Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
CONDITIONAL
attack rolls against you have advantage until your
next turn.
+2
Danger Sense. You have advantage on Dexterity
CURRENT HIT POINTS saving throws against effects that you can see, such
CONSTITUTION DEATH SAVING THROWS
as traps and spells. To gain this benefit, you can’t be
SAVING THROWS
blinded, deafened, or incapacitated.
16 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Spirit Seeker. You can cast beast sense and speak
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION with animals as rituals


✘ +5 Animal Handling (Wis)
+3 -1 Arcana (Int) Totem Spirit (Bear). While raging, you have
Resistances. Poison resistance to all damage except psychic damage.
✘ +5 Athletics (Str)
INTELLIGENCE -1 Deception (Cha) Druidic. You can use it to leave hidden messages.
You and others who know this language
8 -1 History (Int)
+2 Insight (Wis)
automatically spot such a message. Others spot the
message’s presence with a successful DC 15
Perception check but can’t decipher it without
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS magic.
-1 -1 Investigation (Int)
Creature Type. Humanoid. Spellcasting. You can cast druid spells as rituals. You
+2 Medicine (Wis)
can prepare 5 spells from the druid spell list. You
WISDOM -1 Nature (Int) can use a druidic focus as your spellcasting focus.
Deathless Nature. You have escaped death, a fact

14 ✘ +5 Perception (Wis) represented by the following benefits:


• You have advantage on saving throws against Wild Shape (Action—2/Short Rest). You can
-1 Performance (Cha) disease and being poisoned. magically assume the shape of a beast that you
• You have advantage on death saving throws. have seen before.You can stay in a beast shape for 1
-1 Persuasion (Cha)
+2 • You don’t need to eat, drink, or breathe. hours. You then revert to your normal form unless
-1 Religion (Int) • You don’t need to sleep, and magic can’t put you you expend another use of this feature. You can
to sleep. You can finish a long rest in 4 hours if you revert to your normal form earlier by using a bonus
+2 Sleight of Hand (Dex)
spend those hours in an inactive, motionless state, action on your turn. You automatically revert if you
CHARISMA +2 Stealth (Dex) during which you retain consciousness. fall unconscious, drop to 0 hit points, or die.

8 ✘ +5 Survival (Wis)
SKILLS
Knowledge from a Past Life (3/Long Rest). You
temporarily remember glimpses of the past,
Combat Wild Shape (Bonus Action). Wild Shape on
your turn as a bonus action, rather than as an
perhaps faded memories from ages ago or a action.While you are transformed by Wild Shape,
previous life. When you make an ability check that
-1 15 PASSIVE PERCEPTION
uses a skill, you can roll a d6 immediately after
you can use a bonus action to expend one spell slot
to regain 1d8 hp per level of the spell slot
seeing the number on the d20 and add the number expended.
on the d6 to the check.
ADVANTAGE
Circle Forms. You can use your Wild Shape to
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
transform into a beast with a CR as high as 1.

NAME RANGE ATTACK DAMAGE / TYPE


Warhammer 5 ft +5 vs AC 1d8+2 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Dwarvish, Elvish,


Undercommon, Druidic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Beorn
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

At Home in the Wild


The wilderness is your home and you are
comfortable dwelling in it. You can find a place to
hide, rest, or recuperate when out in the wild. This
place of rest is secure enough to conceal you from
most natural threats. Threats that are supernatural,
magical, or are actively seeking you out might do so
with difficulty depending on the nature of the threat
(as determined by the DM). However, this feature
doesn’t shield or conceal you from scrying, mental
probing, nor from threats that don’t necessarily
require the five senses to find you.
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 Insignia of Claws. The jewels in this insignia of the Cult
Explorer’s Pack 1 10 [Insignia of Claws] 1 — of the Dragon flare with purple light when you enter
[Shield] 1 6 combat, empowering your natural fists or natural
[Warhammer] 1 2 weapon.
While wearing the insigna, you gain a +1 bonus to the
attack rolls and the damage rolls you make with
unarmed strikes and natural weapons. Such attacks are
considered to be magical.

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

18 lb / 210 lb 420 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Dire Wolf
Large beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 37 (5d10+10)
Speed 50 ft.
STR
17 (+3) DEX
15 (+2) CON
15 (+2) INT
3 (-4) WIS
12 (+1) CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if
at least one of the wolf's allies is within 5 ft. of the creature and the ally
isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3)
piercing damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone

Brown Bear
Large beast, unaligned
Armor Class 11 (Natural Armor)
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
STR
19 (+4) DEX
10 (+0) CON
16 (+3) INT
2 (-4) WIS
13 (+1) CHA
7 (-2)
Skills Perception +3
Senses passive Perception 13
Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that
rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its
claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4)
piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +
4) slashing damage.

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Druid, Circle of the Moon

CANTRIPS Primal Savagery Thorn Whip

1ST LEVEL 4 SPELL SLOTS ● Faerie Fire ● Healing Word


Absorb Elements Absorb Elements Animal Friendship
Beast Bond Beast Bond Charm Person
Create or Destroy Water Cure Wounds Detect Magic
Detect Poison and Disease Earth Tremor Earth Tremor
Entangle Fog Cloud Goodberry
Guiding Hand Ice Knife Ice Knife
Jump Longstrider Purify Food and Drink
Snare Speak with Animals Thunderwave
Wild Cunning

2ND LEVEL 2 SPELL SLOTS ● Enhance Ability ● Healing Spirit


● Summon Beast Animal Messenger Barkskin
Beast Sense Darkvision Dust Devil
Dust Devil Earthbind Earthbind
Find Traps Flame Blade Flaming Sphere
Gust of Wind Heat Metal Hold Person
Lesser Restoration Locate Animals or Plants Locate Object
Moonbeam Pass without Trace Protection from Poison
Skywrite Skywrite Spike Growth
Summon Bestial Spirit Warding Wind Warding Wind
Wither and Bloom
Primal Savagery Thorn Whip Faerie Fire
Transmutation Cantrip Transmutation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V

You channel primal magic to cause your teeth or fingernails to You create a long, vine-like whip covered in thorns that lashes out at Each object in a 20-foot cube within range is outlined in blue, green,
sharpen, ready to deliver a corrosive attack. Make a melee spell your command toward a creature in range. Make a melee spell attack or violet light (your choice). Any creature in the area when the spell is
attack against one creature within 5 feet of you. On a hit, the target against the target. If the attack hits, the creature takes 1d6 piercing cast is also outlined in light if it fails a Dexterity saving throw. For the
takes 1d10 acid damage. After you make the attack, your teeth or damage, and if the creature is Large or smaller, you pull the creature duration, objects and affected creatures shed dim light in a 10-foot
fingernails return to normal. up to 10 feet closer to you. radius.
The spell’s damage increases by 1d10 when you reach 5th level This spell’s damage increases by 1d6 when you reach 5th level Any attack roll against an affected creature or object has advantage
(2d10), 11th level (3d10), and 17th level (4d10). (2d6), 11th level (3d6), and 17th level (4d6). if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.

Spellcasting (Druid) Xanathar’s Guide to Everything Spellcasting (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook

Healing Word Speak with Animals Beast Sense


1st-level evocation 1st-level divination (ritual) 2nd-level divination (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE Touch
DURATION Instantaneous DURATION 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S COMPONENTS S

A creature of your choice that you can see within range regains hit You gain the ability to comprehend and verbally communicate with You touch a willing beast. For the duration of the spell, you can use
points equal to 1d4 + your spellcasting ability modifier. This spell has beasts for the duration. The knowledge and awareness of many your action to see through the beast’s eyes and hear what it hears,
no effect on undead or constructs. beasts is limited by their intelligence, but at minimum, beasts can and continue to do so until you use your action to return to your
At Higher Levels. When you cast this spell using a spell slot of 2nd give you information about nearby locations and monsters, including normal senses.
level or higher, the healing increases by 1d4 for each slot level above whatever they can perceive or have perceived within the past day.
1st. You might be able to persuade a beast to perform a small favor for
you, at the DM’s discretion.

Prepared (Druid) Player’s Handbook Spirit Seeker (Barbarian) Player’s Handbook Spirit Seeker (Barbarian) Player’s Handbook

Enhance Ability Healing Spirit Summon Beast


2nd-level transmutation 2nd-level conjuration 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (fur or a feather from a beast) COMPONENTS V, S COMPONENTS V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth
at least 200 gp)

You touch a creature and bestow upon it a magical enhancement. You call forth a nature spirit to soothe the wounded. The intangible You call forth a bestial spirit. It manifests in an unoccupied space that
Choose one of the following effects: the target gains the effect until spirit appears in a space that is a 5-foot cube you can see within you can see within range. This corporeal form uses the Bestial Spirit
the spell ends. range. The spirit looks like a transparent beast or fey (your choice). stat block. When you cast the spell, choose an environment: Air,
Bear’s Endurance. The target has advantage on Constitution Until the spell ends, whenever you or a creature you can see moves Land, or Water. The creature resembles an animal of your choice that
checks. It also gains 2d6 temporary hit points, which are lost when into the spirit’s space for the first time on a turn or starts its turn is native to the chosen environment, which determines certain traits
the spell ends. there, you can cause the spirit to restore 1d6 hit points to that in its stat block. The creature disappears when it drops to 0 hit points
Bull’s Strength. The target has advantage on Strength checks, and creature (no action required). The spirit can’t heal constructs or or when the spell ends.
his or her carrying capacity doubles. undead. The spirit can heal a number of times equal to 1 + your The creature is an ally to you and your companions. In combat, the
Cat’s Grace. The target has advantage on Dexterity checks. It also spellcasting ability modifier (minimum of twice). After healing that creature shares your initiative count, but it takes its turn immediately
doesn’t take damage from falling 20 feet or less if it isn’t number of times, the spirit disappears. after yours. It obeys your verbal commands (no action required by
incapacitated. As a bonus action on your turn, you can move the Spirit up to 30 you). If you don’t issue any, it takes the Dodge action and uses its
Eagle’s Splendor. The target has advantage on Charisma checks. feet to a space you can see. move to avoid danger.
Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd At Higher Levels. When you cast this spell using a spell slot of 3rd
Owl’s Wisdom. The target has advantage on Wisdom checks. level or higher, the healing increases by 1d6 for each slot level above level or higher, use the higher level where the spell’s level appears in
At Higher Levels. When you cast this spell using a spell slot of 3rd 2nd. the stat block.
level or higher, you can target one additional creature for each slot
level above 2nd.

Prepared (Druid) Player’s Handbook Prepared (Druid) Xanathar’s Guide to Everything Prepared (Druid) Tasha’s Cauldron of Everything

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