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Oberon, Lord of The Hunt (Fastcharacter)

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Oberon, Lord of the Hunt

Barbarian 10 (Ancestral Guardian) 67,200 Summer's Court


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Eladrin Noble Labyrinth
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+2 +4 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Chaotic Good. I follow my
(AC) INITIATIVE conscience regardless of others'
14
SAVING THROWS
15 +2 30 ft. expectations. Freedom and compassion
matter more than rules.
Armor Worn: none (Unarmored Defense)
+6 Strength Saves * Noble Background [PHB p. 135]
DEX +2 Dexterity Saves  • Feature: Position of Privilege
HIT POINTS HIT DICE
+2 +7 Constitution Saves *
+2 Intelligence Saves 
105 10d12
• Traits: Family sponsors merchants. Thrifty-
minded.
14 +0 Wisdom Saves  • Ideal: Prep for future war.
-1 Charisma Saves  • Bond: Puts family above all else.
DEATH SAVES:   Success  O O O   Fail  O O O • Flaw: Family secretly consorts with devils.
* Prof. bonus added
CON SKILLS WEAPON & UNARMED ATTACKS
Eladrin Traits [DMG p. 286]

+3 +2  Acrobatics (Dex) Extra Attack. When making an Attack action, you


• Creature Type: Fey
• Age: 260 years old
may make two attacks rather than one. • Medium Size (5' 3", 121 lbs.)
16 +0  Animal Handling (Wis)
• Darkvision (60 feet)
+2  Arcana (Int)
Greataxe. Melee Weapon Attack: +6 to hit, • Fey Ancestry (vs. charm, no sleep)
+2  Athletics (Str)
reach 5 ft. Hit: 1d12+2 slashing damage. • Elf Weapon Training (swords, bows)
-1  Deception (Cha)
INT (Must be used two-handed.) • Keen Senses (Perception)
+6  History (Int) *
+2 +0  Insight (Wis) Handaxe. Melee Weapon Attack: +6 to hit, reach
• Trance (4 hrs. as 8 hrs. sleep)
• Fey Step (teleport 30 ft. once per short or
long rest)
14 -1  Intimidation (Cha) 5 ft. Hit: 1d6+2 slashing damage. (If thrown,
+2  Investigation (Int) normal range to 20 ft.; disadvantage long
+0  Medicine (Wis) range 21 to 60 ft.) Barbarian Class Features
[PHB p. 46, XVtE p. 9]
+6  Nature (Int) * Javelin. Melee Weapon Attack: +6 to hit, reach 5
WIS • Rage (4/day)
+4  Perception (Wis) * ft. Hit: 1d6+2 piercing damage. (If thrown, • Unarmored Defense (AC)
+0 -1  Performance (Cha) normal range to 30 ft.; disadvantage long
range 31 to 120 ft.)
• Ancestral Protectors (spirits mark target)
• Danger Sense (adv Dex vs. traps)
10 +3  Persuasion (Cha) *
• Extra Attack (2/attack)
+2  Religion (Int) MAGIC, FEATS & SPECIAL ATTACKS
+2  Sleight of Hand (Dex) • Fast Movement (increased speed)
Feats - see next page • Feral Instinct (initiative advantage)
+2  Stealth (Dex) • Brutal Critical (extra crit. roll)
CHA
+4  Survival (Wis) * Rage. Lasts 1 minute (10 rounds), or until • Consult the Spirits (augury or clairvoyance
-1 unconscious, haven't attacked or been hit. once betw. short or long rests)
9 * Prof. bonus added
EQUIPMENT & TREASURE Rage Effects [PHB p. 48]
14 PASSIVE WISDOM
(PERCEPTION) Magic Items [DMG p. 135] • Advantage on STR checks and saves
• bag of holding • +3 bonus on STR-based melee damage
• 2 potions of healing (2d4+2 hp) • Resistence (half damage) from
PROFICIENCIES & LANGUAGES bludgeoning, piercing and slashing
Armor: light armor, medium armor, shields (a) Item attuned to character. damage.
• Spirit Shield (lower damage to ally by 3d6)
Weapons: simple weapons, martial weapons Coins & Gems: 603 gold pieces (gp); 48 silver
Tools: gaming set (Dragonchess) pieces (sp); 63 copper pieces (cp); 4 gems (worth
100 gp each)
Saving Throws: Strength, Constitution
Skills: History, Nature, Perception, Persuasion,
Survival
Languages: Common, Elvish, Sylvan

ENCUMBRANCE
Lifting & Carrying: 210 lbs. max. carrying
capacity; 420 lbs. pushing or dragging (speed
-5 ft.); 420 lbs. max. lift.

FEATS
Dual Wielder Feat [PHB p. 165]: +1 AC if
wielding two melee weapons, dual wield
with one non-light weapon, draw or stow
both weapons at once.
MORE EQUIPMENT
Carried Gear [PHB, p. 143]: greataxe, two (2)
handaxes, five (5) javelins, explorer's pack
(backpack, a bedroll, a mess kit, a
tinderbox, 10 torches, 10 days' rations,
waterskin, 50 feet of hempen rope on the
side), set of fine clothes, a signet ring, a
scroll of pedigree, a purse. (This load is
about 86 lbs.; add 1 lb. per 50 coins
carried. Note your bag of holding holds
500 lbs.)

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
a miss. item, cover a hooded lantern, etc. • Concentration (Maintain A Spell): Ends if
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
or the caster is incapacitated, stunned,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield.
unconscious, or killed. If caster takes
• A character may die if failing three death
saves while at 0 hit points, gaining 6 BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
levels of exhaustion, or suffering certain • Offhand Attack: If doing Attack as action, needed to avoid immediately ending
may make one attack this turn if light spell. DC is equal to 10 or half damage
deadly spells and hazzards.
weapon in other hand. taken, whichever is greater. Each hit
• Specific traits, features, spells, and magic
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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