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Finbar Lyewolld

A dwarf of the miner caste, Finbar is an adult dwarf of house Lyewolld. Finbar and house Lyewolld stood steady during the years of goblin oppression in Kal Shirok. After the siege on Kal Shirok was relieved by Thormund Sigvaldur and his friends, house Lyewolld re-invigorated their allegiance to house Crannog. Finbar was hit hard by rock during the siege and as such suffers from major amnesia. He now joins Thormund Sigvaldur on his adventures, becoming a member of Thormund's Company.
Current Location
Species
Year of Birth
1363 3E 107 Years old
Children

Finbar Lyewolld

6 Level (0/23000 XP for level-up) Miner Caste Background Dwarf (Mountain) Race / Species / Heritage Alignment
Barbarian (Totem Warrior)
Level 6
Hit Dice: 6/6
1d12+3 Class 1

STR
17
+3
DEX
13
+1
CON
17
+3
INT
12
+1
WIS
13
+1
CHA
8
-1
55
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
4 / 4
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+1 Dexterity
+6 Constitution
+1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
-1 Deception CHA
+1 History INT
+1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Magic Ore Greataxe + 1 +6 STR 2d6+3+3 piercing/bludgeoning
Magic Ore Greataxe (Rage) + 1 +6 STR 2d6+5+3 piercing/bludgeoning
Magic Ore Greataxe (Rage+GWM=to Hit -5) +1 +6 STR 2d6+15+3 piercing/bludgeoning
Attacks
Improvised Maul

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Dwarvish & Common

Languages & Proficiencies
Rage: You gain Resistance to all damage types except psychic damage. Additionally, you gain Advantage on Strength Saving Throws and Checks.
Reckless Attack: Gain Advantage on all attacks for that turn, but enemy attacks also gain Advantage.
Great Weapon Master (GWM): When you score a Critical Hit or reduce a creature to 0 HP, you can make another attack as a Bonus Action. Additionally, you can take a -5 penalty to your attack roll, but take a +10 on the damage.

Active Abilities
Extra Attack: When you choose the Attack action on your turn, you can attack a second time.
Spirit of the Elk: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.

Passive Abilities


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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