Thenarp
Thenarp
Thenarp
• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +0 Dexterity
• +4 Constitution +0 12 14 --
+3 +1 Intelligence
CLASS
-1 Wisdom INITIATIVE HIT POINTS
17
+0 Charisma
Total 1d12 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
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Barbarian 1 thenarpism
CLASS & LEVEL PLAYER NAME
Zoid the Great
Ravenite Dragonborn Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== BARBARIAN FEATURES === 3d6, [11th] 4d6, [16th] 5d6) on a failed save, and half
damage on a successful one.
* Hit Points • PHB 47
| Blue Dragon • BR 34
* Proficiencies • PHB 47 As an action once per short rest, exhale in a 5 by 30 ft.
line (DEX DC 12, half damage on success) for 2d6
* Rage • PHB 48 Lightning Damage [6th] 3d6, [11th] 4d6, [16th] 5d6
As a bonus action enter a rage for up to 1 minute (10
rounds). | Breath Weapon (Blue): 1 / Short Rest • 1 Action
You gain advantage on STR checks and saving throws * Darkvision • EGtW
(not attacks), +2 melee damage with STR weapons, You can see in dim light within 60 feet of you as if it
resistance to bludgeoning, piercing, slashing damage. were bright light, and in darkness as if it were dim light.
You can't cast or concentrate on spells while raging. You can’t discern color in darkness, only shades of
gray.
Your rage ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile * Vengeful Assault • EGtW
creature since your last turn or taken damage since Once per short rest, when you take damage from a
then. You can also end your rage as a bonus action. creature in range of a weapon you are wielding, you
can use your reaction to make an attack with the
| 2 / Long Rest • 1 Bonus Action weapon against that creature.
* Draconic Ancestry • BR 34
You gain a breath weapon and damage resistance
with your chosen dragon type.
| Blue Dragon • BR 34
Lightning
* Breath Weapon • BR 34
Once per short rest as an action, exhale destructive
energy based on your Draconic Ancestry. Each
creature in the area must make a DC 12 saving throw
(type determined by your ancestry), taking 2d6 ([6th]
CP 0 Handaxe 1 2 lb.
Handaxe 1 2 lb.
SP 0 Javelin 4 8 lb.
Greatsword 1 6 lb.
EP 0 Backpack 1 5 lb.
Shovel 1 5 lb.
PP 0 Bedroll 1 7 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
EQUIPMENT
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Zoid the Great
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
IDEALS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
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