Amber Bearkin

Adventure Date: November 7, 2025 - WOG XII
Last Updated: November 7, 2025

Campaign: 	Bunch of Random Dudes - Chapter 1
class:		barbarian			species:	mountain dwarf		
level:		1				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 =	14 		HD: 
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STR:	17	+3	HP: 	14	Healing HD: 1d12+3 x1	 inspiration = 0
DEX:	14	+2	AC:	16				
CON:	15	+2	= 14        + 0	     + 2   + 0     + 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 bludgeoning, piercing, and slashing damage while in a rage
- resistance against poison damage
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SAVES		Total	= base	+prof	+magic	+misc
STR:		+5	= +3	+2			(advantage if raging)
DEX:		+2	= +2	+0	
CON:		+4	= +2	+2	
INT:		+0	= +0	+0	
WIS:		+1	= +1	+0	
CHA:		-1	= -1	+0	

- advantage on saving throws against poison 

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rage = 2/day = 


Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
great axe		+5	1d12+3		slashing	-	heavy, two-handed
				+2		raging

handaxe			+5	1d6+3		slashing	20/60	light, thrown
				+2		raging (melee only)
handaxe	(bonus action)	+5	1d6		slashing	20/60	light, thrown (two-weapon fighting)
				+2		raging (melee only)

javelin			+5	1d6+3		piercing	30/120	thrown
x6				+2		raging (melee only)

unarmed strike		+5	1+3		bludgeon	n/a
				+2		raging 

TWO-WEAPON FIGHTING
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, 
you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. 
You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
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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


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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: BARBARIAM
Skills: Animal Handling, Perception

Rage: = duration 1 minute, 2/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. 


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GEAR	Total WT= 71 + 69 + 35 = 175 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
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

1	pouch 
1	- coins 

7	greataxe (30 gp)
	- large owlbear feather tied to its shaft
4	handaxe (5 gp each = 10 gp) x2
12	javelins (0.5 gp each = 2 gp) x6


5	backpack (5 gp)
7	- bed roll (1 gp) 
1	- mess kit (0.2 gp)
34	- 10 days of rations (0.5 gp each = 5 gp) +7 days of rations = 17
5	- waterskin (0.2 gp)
1	- tinderbox (0.5 gp)
10	- 10 torches (0.01 gp each = 0.1 gp)
3	- dwarven drum (6 gp)
3	- worg skull 


	strapped to backpack
25	- hunting trap (5 gp)
10	- 50 feet of hempen rope (1 gp)


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TREASURE		store credit = 0 gp
pp = 	 	
gp = 	42	+45
sp = 	2	+7
cp = 	 			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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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