Amber Bearkin

Adventure Date: TBD, 2026
Last Updated: May 3, 2026

Campaign: 	Bunch of Random Dudes - Chapter 3
class:		barbarian (totem warrior)	species:	mountain dwarf		
level:		3				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 =	38 35 29 23 10 38 31 28	34 38 32 25 18 24 34	  HD: 1
				38
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STR:	17	+3	HP: 	38		Healing HD: 1d12+2 x3	inspiration = 0
DEX:	14	+2	AC:	19 (17 no shield)				
CON:	15	+2	= 14        + 2	     + 2   + 1     + 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 all damage types, except psychic, 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			(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 = 3/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
------------		------	------		----		-----	-----
Sirni (battleaxe)	+7	1d8+5		slashing	- 	versatile (1d10), sentient
				+2 		raging (melee only)

great axe		+5	1d12+3		slashing	-	heavy, two-handed
				+2		raging (melee only)

warhammer		+6	1d8+3		bludgeoning	-	versatile (1d10), silver
- mastercrafted			+2		raging (melee only)

javelin	x4		+6	1d6+3		piercing	30/120	thrown = 3 2
- mastercrafted			+2		raging (melee only)

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


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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: BARBARIAN
Skills: Animal Handling, Perception

Rage: = duration 1 minute, 3/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.

Path of the Totem Warrior
- Spirit Seeker: cast beast sense and speak with animals as a ritual spell only
- Totem Spirit (3rd level): Bear - resistance vs all damage, except psychic


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GEAR	Total WT= 75 + 151 = 226 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
0	chest key on string around neck 
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 (50 gp)
6	Issi's steel shield (10 gp)
	- has a deceptively beautiful linework pattern on it, and its surface is shined to a mirror polish.

4	Sirni - sentient battleaxe: +2 hit, +2 damage, +1 AC
7	greataxe (30 gp)
	- large owlbear feather tied to its shaft
2	"THUD"- Kitaela's mastercrafted silver warhammer (145 gp) = +1 to hit
8	Kitaela's mastercrafted javelins (1 gp each = 4 gp) = +1 to hit x4


1	pouch (0.5 gp)
3	- coins 
1	- tinderbox (0.5 gp)
0	- manacle key

1	pouch (0.5 gp)
0	- Healing Potion (50 gp) x2 - heals 2d4+2 hp
0	- 4 random potions (5 cp each) - all look the same, but roll a d6 for effect
		1 = 
		2 = 
		3 = 3 minutes - skin turns a vibrant green
		4 =
		5 = 
		6 = 7 minutes - ears turn into batwings

5	thick leather pack harness (5 gp) to carry chest on back
25	wooden chest (5 gp) - holds 300 lbs
1	lock (10 gp) - on wooden chest - DEX DC 15 to pick with thieves'tools
5	- backpack (5 gp) - holds 30 lbs
1		- mess kit (0.2 gp)
10		- 5 days of rations (0.5 gp each = 5 gp) 
5		- waterskin (0.2 gp)
7	- bed roll (1 gp) 
3		- red worg skull (trophy - reminder to rely on her companions to save her)
3	- dwarven drum (6 gp)
6	- manacles (2 gp) - DEX DC 15 to pick with thieves'tools
25	- hunting trap (5 gp)
10	- 50 feet of hempen rope (1 gp)
35	- portable ram (4 gp) = +4 to STR to open door, adv if another helps


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TREASURE		store credit = 0 gp
pp = 	27 		gem (15 gp)
gp = 	117
sp = 	7
cp = 	 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		

10	- 10 torches (0.01 gp each = 0.1 gp)
24	- 12 days of rations (0.5 gp each = 5 gp) 


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SPECIAL NOTES:




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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