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Bearato
Level 5
Background Outlander
Size Medium
Species Goliath
Barbarian
Subclass Path of Wild Magic
Level 5
Hit dice 5/5
1d12+3

STR 15
+2
STR save: +5
DEX 11
+0
DEX save: +0
CON 16
+3
CON save: +6
INT 15
+2
INT save: +2
WIS 14
+2
WIS save: +2
CHA 11
+0
CHA save: +0

Initiative (DEX)
+0
Speed
40 ft
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
14
Breastplate
Hit Points
47 / 47
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +5 STR 1d12+2 slashing
  Properties: Heavy, two-handed, 7 lbs
Handaxe (x2) +5 STR 1d6+2 slashing
  Properties: 2 lb., Light, thrown (20/60)
Handaxe (x2) +3 DEX 1d6 slashing
  Properties: 2 lb., Light, thrown (20/60)
Javelin (x4) +5 STR 1d6+2 piercing
  Properties: 2 lb., Thrown (30/120)
Javelin (x4) +3 DEX 1d6 piercing
  Properties: 2 lb., Thrown (30/120)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Breastplate 14 20 lbs
Skills
P/E Bonus Skill Abi
+0 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+8 Athletics STR
+0 Deception CHA
+2 History INT
+2 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
+2 Medicine WIS
+5 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 330, Platinum: 0
Treasure and Equipment
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp
Pack: Explorer's pack - Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Proficiencies, Languages, and Talents
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Languages: Common, Deep Speech, Giant
Features & Traits

Race


Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.
Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a 1d12 . Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class


Rage. In battle, you fight with primal ferocity. On your turn, you can enter 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, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

  • If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It 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. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
    Unarmored Defense. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
    Danger Sense. At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 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.
    Reckless Attack. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.

    Subclass


    Magic Awareness. When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    Wild Surge. Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    Barbarian Wild Magic Surge

    Roll the Dice
    1Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
    2You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    3An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
    4Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
    5Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
    6Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
    7Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
    8A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

    Background


    Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    Backstory

    • tribal marauder
    • last of his tribe
    • lived in Morninholm Pass
    Notes
    Personality: I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
    Ideals: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
    Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
    Flaw: There's no room for caution in a life lived to the fullest.


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

    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" with a large format like A3.
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