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: 2 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 = 24 HD: ==================================================================================== STR: 17 +3 HP: 24 Healing HD: 1d12+3 x2 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 ==================================================================================== 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 = 2/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 ------------ ------ ------ ---- ----- ----- 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. ==================================================================================== 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: 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. 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. ============================================================================== 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) ============================================================================== TREASURE store credit = 0 gp pp = gp = 87 sp = 9 cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== 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