TEXT:  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 as a bonus action.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, pouch, tinderbox, 
  torches (5), traveler’s clothing, waterskin, 
  money (15 gp)
  Human  
  Barbarian 1
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Rage (Recharges after You Finish a 
  Long Rest). Two times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t cast or concentrate on spells.
  Character Name
  Medium humanoid (human), 
  chaotic good
  Armor Class 14 (Unarmored Defense)
  Hit Points 14 (Hit Dice 1d12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  14 (+2) 
  15 (+2)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Proficiencies (+2 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +5, Con +4; see the 
  Danger Sense barbarian feature
  Skills Athletics +5, Intimidation +2, 
  Perception +3, Survival +3
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 13
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can make one of the 
  following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing, 
  pouch, tinderbox, torches (5), traveler’s 
  clothing, waterskin, money (15 gp)
  Human  
  Barbarian 2
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Rage (Recharges after You Finish a 
  Long Rest). Two times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  Character Name
  Medium humanoid (human), 
  chaotic good
  Armor Class 14 (Unarmored Defense)
  Hit Points 23 (Hit Dice 2d12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  14 (+2) 
  15 (+2)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Proficiencies (+2 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +5, Con +4; see the 
  Danger Sense barbarian feature
  Skills Athletics +5, Intimidation +2, 
  Perception +3, Survival +3
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 13
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can make one of the 
  following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Options
  Reckless Attack. Barbarian feature
  
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Human  
  Barbarian 3
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Rage (Recharges after You Finish a 
  Long Rest). Three times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing, 
  pouch, tinderbox, torches (5), traveler’s 
  clothing, waterskin, money (15 gp)
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 14 (Unarmored Defense)
  Hit Points 32 (Hit Dice 3d12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  14 (+2) 
  15 (+2)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Proficiencies (+2 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +5, Con +4; see the 
  Danger Sense barbarian feature
  Skills Athletics +5, Intimidation +2, 
  Perception +3, Survival +3
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 13
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can make one of the 
  following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Human  
  Barbarian 4
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Rage (Recharges after You Finish a 
  Long Rest). Three times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, beaskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing (2), 
  pouch, tinderbox, torches (5), traveler’s 
  clothing, waterskin, money (15 gp)
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 45 (Hit Dice 4d12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  17 (+3) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Proficiencies (+2 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +5, Con +5; see the 
  Danger Sense barbarian feature
  Skills Athletics +5, Intimidation +2, 
  Perception +3, Survival +3
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 13
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can make one of the 
  following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Human  
  Barbarian 5
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Fast Movement. Your speed increases 
  by 10 feet while you aren’t wearing 
  heavy armor.
  Rage (Recharges after You Finish a 
  Long Rest). Three times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing 
  (2), pouch, stone of good luck, tinderbox, 
  torches (5), traveler’s clothing, waterskin, 
  money (10 gp, 4 pp)
  Stone of Good Luck
  Wondrous item, uncommon (attuned)
  While this bloodstone disk is on your 
  person, you gain a +1 bonus to ability 
  checks and saving throws (not included 
  on your sheet). You consider it to be a 
  token of the god of war.
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 55 (Hit Dice 5d12)
  Speed 40 ft. (Fast Movement)
   
  STR 
  DEX 
  CON
   
  17 (+3) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Proficiencies (+3 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +6, Con +6; see the 
  Danger Sense barbarian feature
  Skills Athletics +6, Intimidation +3, 
  Perception +4, Survival +4
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 14
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can attack up to twice 
  when you take this action, using 
  the following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  Stone of Good Luck. Equipment
  
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t be frightened or charmed. 
  If you are already frightened or 
  charmed, you ignore those conditions 
  while you rage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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 
  Human  
  Barbarian 6
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Fast Movement. Your speed increases 
  by 10 feet while you aren’t wearing 
  heavy armor.
  Rage (Recharges after You Finish a 
  Long Rest). Four times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  using Strength during this turn, but 
  attack rolls against you have advantage 
  until your next turn.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing 
  (2), pouch, stone of good luck, tinderbox, 
  torches (5), traveler’s clothing, waterskin, 
  money (10 gp, 4 pp).
  Stone of Good Luck
  Wondrous item, uncommon (attuned)
  While this bloodstone disk is on your 
  person, you gain a +1 bonus to ability 
  checks and saving throws (not included 
  on your sheet). You consider it to be a 
  token of the god of war.
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 65 (Hit Dice 6d12)
  Speed 40 ft. (Fast Movement)
   
  STR 
  DEX 
  CON
   
  17 (+3) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Proficiencies (+3 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +6, Con +6; see the 
  Danger Sense barbarian feature
  Skills Athletics +6, Intimidation +3, 
  Perception +4, Survival +4
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 14
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can attack up to twice 
  when you take this action, using 
  the following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  Stone of Good Luck. Equipment
  
  Feral Instinct. You have advantage on 
  initiative rolls. Additionally, if you are 
  surprised at the beginning of combat and 
  aren’t incapacitated, you can act normally 
  on your first turn if you enter your rage 
  before doing anything else on that turn.
  Rage (Recharges after You Finish a 
  Long Rest). Four times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t be frightened or charmed. 
  If you are already frightened or 
  charmed, you ignore those conditions 
  while you rage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  Human 
  Barbarian 7
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Fast Movement. Your speed increases 
  by 10 feet while you aren’t wearing 
  heavy armor.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 75 (Hit Dice 7d12)
  Speed 40 ft. (Fast Movement)
   
  STR 
  DEX 
  CON
   
  17 (+3) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  13 (+1) 
  11 (+0)
  Initiative advantage (Feral Instinct)
  Proficiencies (+3 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +6, Con +6; see the 
  Danger Sense barbarian feature
  Skills Athletics +6, Intimidation +3, 
  Perception +4, Survival +4
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 14
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can attack up to twice 
  when you take this action, using 
  the following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 3 (or +5 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 3 (or +5 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  Stone of Good Luck. Equipment
  
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing 
  (2), pouch, stone of good luck, tinderbox, 
  torches (5),traveler’s clothing, waterskin, 
  money (10 gp, 4 pp)
  Stone of Good Luck
  Wondrous item, uncommon (attuned)
  While this bloodstone disk is on your 
  person, you gain a +1 bonus to ability 
  checks and saving throws (not included 
  on your sheet). You consider it to be a 
  token of the god of war.
  
  Feral Instinct. You have advantage on 
  initiative rolls. Additionally, if you are 
  surprised at the beginning of combat and 
  aren’t incapacitated, you can act normally 
  on your first turn if you enter your rage 
  before doing anything else on that turn.
  Rage (Recharges after You Finish a 
  Long Rest). Four times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +2 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t be frightened or charmed. 
  If you are already frightened or 
  charmed, you ignore those conditions 
  while you rage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  Human  
  Barbarian 8
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Fast Movement. Your speed increases 
  by 10 feet while you aren’t wearing 
  heavy armor.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 85 (Hit Dice 8d12)
  Speed 40 ft. (Fast Movement)
   
  STR 
  DEX 
  CON
   
  18 (+4) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  14 (+2) 
  11 (+0)
  Initiative advantage (Feral Instinct)
  Proficiencies (+3 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +7, Con +6; see the 
  Danger Sense barbarian feature
  Skills Athletics +7, Intimidation +3, 
  Perception +5, Survival +5
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 15
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can attack up to twice 
  when you take this action, using 
  the following attacks (see Rage and 
  Reckless Attack):
  • Greatsword. Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 4 (or +6 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 4 (or +6 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +7 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 4 (or +6 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  Stone of Good Luck. Equipment
  
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing 
  (2), pouch, stone of good luck, tinderbox, 
  torches (5), traveler’s clothing, waterskin, 
  money (10 gp, 4 pp)
  Stone of Good Luck
  Wondrous item, uncommon (attuned)
  While this bloodstone disk is on your 
  person, you gain a +1 bonus to ability 
  checks and saving throws (not included 
  on your sheet). You consider it to be a 
  token of the god of war.
  
  Feral Instinct. You have advantage on 
  initiative rolls. Additionally, if you are 
  surprised at the beginning of combat and 
  aren’t incapacitated, you can act normally 
  on your first turn if you enter your rage 
  before doing anything else on that turn.
  Rage (Recharges after You Finish a 
  Long Rest). Four times, you can enter a 
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +3 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t be frightened or charmed. 
  If you are already frightened or 
  charmed, you ignore those conditions 
  while you rage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  Human  
  Barbarian 9
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Brutal Critical. When rolling the extra 
  damage for a critical hit with a melee 
  attack you can roll one additional 
  weapon damage die.
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Fast Movement. Your speed increases 
  by 10 feet while you aren’t wearing 
  heavy armor.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Reckless Attack. 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.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 95 (Hit Dice 9d12)
  Speed 40 ft. (Fast Movement)
   
  STR 
  DEX 
  CON
   
  18 (+4) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  14 (+2) 
  11 (+0)
  Initiative advantage (Feral Instinct)
  Proficiencies (+4 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +8, Con +7; see the 
  Danger Sense barbarian feature
  Skills Athletics +8, Intimidation +4, 
  Perception +6, Survival +6
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 16
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can attack up to twice 
  when you take this action, using the 
  following attacks (see Rage, Reckless 
  Attack, and Brutal Critical):
  • Greatsword. Melee Weapon Attack: 
  +8 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 4 (or +7 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 4 (or +7 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 4 (or +7 if raging and used 
  in melee) piercing damage
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  Stone of Good Luck. Equipment
  
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing 
  (2), pouch, stone of good luck, tinderbox, 
  torches (5), traveler’s clothing, waterskin, 
  money (15 gp, 6 pp)
  Stone of Good Luck
  Wondrous item, uncommon (attuned)
  While this bloodstone disk is on your 
  person, you gain a +1 bonus to ability 
  checks and saving throws (not included 
  on your sheet). You consider it to be a 
  token of the god of war.
  
  Feral Instinct. You have advantage on 
  initiative rolls. Additionally, if you are 
  surprised at the beginning of combat and 
  aren’t incapacitated, you can act normally 
  on your first turn if you enter your rage 
  before doing anything else on that turn.
  Intimidating Presence. You can use 
  your action to frighten someone with 
  your menacing presence. When you do 
  so, choose one creature that you can see 
  within 30 feet of you. If the creature can 
  see or hear you, it must succeed on a DC 
  12 Wisdom saving throw or be frightened 
  of you until the end of your next turn. 
  On subsequent turns, you can use your 
  action to extend the duration of this effect 
  on the frightened creature until the end 
  of your next turn. This effect ends if the 
  creature ends its turn out of line of sight 
  or more than 60 feet away from you. If the 
  creature succeeds on its saving throw, 
  you can’t use this feature on that creature 
  again for 24 hours.
  Rage (Recharges after You Finish a 
  Long Rest). Four times, you can enter a 
  Human  
  Barbarian 10
  “The wild is in my blood.”
  Hailing from the northern 
  lands, you are a stranger to 
  civilization. Yet you travel 
  wherever need guides you,  
  fighting those who would despoil the 
  wilderness. You have faced encroaching 
  evil from monsters to greedy humans. 
  You take what you need, and feed the 
  ground with the blood of such enemies.
  Background (Outlander)
  You grew up among tribal nomads, 
  far from civilization and its comforts. 
  You’ve hunted great herds, survived 
  extreme weather, raided the trade of 
  softer folk, and protected places sacred 
  to your people. At times, you’ve enjoyed 
  the solitude of being the only sentient 
  creature for miles in any direction. Even 
  in places where the terrain is new, you 
  know the ways of the wild.
   Wanderer. As a former barbarian 
  nomad and raider, 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 enough.
   Faction. You are a member of the 
  Emerald Enclave, wilderness survivalists 
  who preserve the natural order while 
  rooting out unnatural threats.
   Personality Trait. You place no stock 
  in refined manners or wealth.
   Ideal. Life is constant change, and you 
  must change with it to survive.
   Bond. You take the despoiling of 
  the wilderness and sacred sites as a 
  personal insult.
   Flaw. There’s no room for caution in a 
  life lived to the fullest.
  Barbarian Features
  Brutal Critical. When rolling the extra 
  damage for a critical hit with a melee 
  attack you can roll one additional 
  weapon damage die.
  Danger Sense. You have advantage on 
  Dexterity saving throws against effects 
  that you can see. To gain this benefit, 
  you can’t be blinded, deafened, or 
  incapacitated.
  Fast Movement. Your speed increases 
  by 10 feet while you aren’t wearing 
  heavy armor.
  rage as a bonus action. While raging, the 
  following parameters apply:
  • You have advantage on Strength checks 
  and Strength saving throws.
  • When you make a melee weapon attack 
  using Strength, you gain a +3 bonus to 
  the damage roll.
  • You have resistance to bludgeoning, 
  piercing, and slashing damage.
  • You can’t be frightened or charmed. 
  If you are already frightened or 
  charmed, you ignore those conditions 
  while you rage.
  • You can make a single melee weapon 
  attack as a bonus action. If you do so, 
  when your rage ends, you suffer one 
  level of exhaustion.
  • You can’t cast or concentrate on spells.
   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 as a bonus action.
  Character Name
  Medium humanoid (human), Path of 
  the Berserker, chaotic good
  Armor Class 15 (Unarmored Defense)
  Hit Points 105 (Hit Dice 10d12)
  Speed 40 ft. (Fast Movement)
   
  STR 
  DEX 
  CON
   
  18 (+4) 
  14 (+2) 
  16 (+3)
   
  INT 
  WIS 
  CHA
   
  9 (−1) 
  14 (+2) 
  11 (+0)
  Initiative advantage (Feral Instinct)
  Proficiencies (+4 proficiency bonus)
  Armor light armor, medium 
  armor, shields
  Saving Throws Str +8, Con +7; see the 
  Danger Sense barbarian feature
  Skills Athletics +8, Intimidation +4, 
  Perception +6, Survival +6
  Tools drum
  Weapons simple weapons, 
  martial weapons
  Senses passive (Perception) 16
  Languages Common, Dwarvish, Giant
  Actions
  Attack. You can attack up to twice 
  when you take this action, using the 
  following attacks (see Rage, Reckless 
  Attack, and Brutal Critical):
  • Greatsword. Melee Weapon Attack: 
  +8 to hit, reach 5 ft., one target.  
  Hit: 2d6 + 4 (or +7 if raging) 
  slashing damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 4 (or +7 if raging and used 
  in melee) slashing damage
  • Javelin. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  30/120 ft., one target.  
  Hit: 1d6 + 4 (or +7 if raging and used 
  in melee) piercing damage
  Intimidating Presence. Barbarian feature
  Bonus Actions
  Rage. Barbarian feature
  Frenzy. While raging, you can make 
  a single melee weapon attack as a 
  bonus action. If you do so, when your 
  rage ends, you suffer one level of 
  exhaustion.
  Options
  Reckless Attack. Barbarian feature
  Stone of Good Luck. Equipment
  
  Barbarian Features (cont’d)
  Reckless Attack. 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.
  Unarmored Defense. While you are 
  wearing no armor, but even if you’re 
  using a shield, your Armor Class equals 
  10 + your Dexterity modifier + your 
  Constitution modifier.
  Equipment
  Backpack, bearskin cloak, bedroll, drum, 
  greatsword, handaxes (2), healer’s kit, 
  javelins (3), mess kit, potion of healing 
  (2), pouch, stone of good luck, tinderbox, 
  torches (5), traveler’s clothing, waterskin, 
  money (20 gp, 8 pp)
  Stone of Good Luck
  Wondrous item, uncommon (attuned)
  While this bloodstone disk is on your 
  person, you gain a +1 bonus to ability 
  checks and saving throws (not included 
  on your sheet). You consider it to be a 
  token of the god of war.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/EXTRA/Pre-Gens/Human Barbarian.pdf