+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+7 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+7 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+2 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +7 | STR | 2d6+5 | Slashing | |
Heavy, Two-Handed | |||||
Handaxe | +7 | STR | 1d6+5 | Slashing | |
Light, Thrown (20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.
Feature: Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. d10 Origin:
Often considered rude and uncouth among civilised folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | I'm driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing nature. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
Roll a d6 1d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honour. If I dishonour myself, I dishonour my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | Nature. The natural world is more important than all the constructs of civilisation. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
Roll a d6 1d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
Roll a d6 1d6 | Flaw |
---|---|
1 | I am too enamoured of ale, wine, and other intoxicants. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) and simple weapon an explorers pack and for javelins
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must
use the new roll.
Brave. You have advantage on saving throws against
being frightened.
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than yours.
Stout Resilience. You have advantage on saving
throws against poison, and you have resistance
against poison damage.
Languages. Languages. You can speak, read, and write Com m on and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in w hose lands they dwell or through which they are traveling.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.