VASTAF TATHER
Barbarian 3 (Path of the Zealot) 963
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Dwarf Entertainer
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID
SPEED FEATURES, TRAITS & MORE
STR
+3 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral. I will help others, but
(AC) INITIATIVE avoid serious personal risks or loyalties
17 that don't benefit me.
SAVING THROWS
14 +2 30 ft.
Entertainer Background [PHB 2024,
Armor Worn: none (Unarmored Defense) p. 180]
+5 Strength Saves *
• Traits: Parent was famous artist. Gossipy
DEX +2 Dexterity Saves
habits.
HIT POINTS HIT DICE
+2 +4 Constitution Saves *
-1 Intelligence Saves
• Ideal: Seeks to increase fame.
14 +1 Wisdom Saves 35 3d12 • Bond: Past lover inspires art.
• Flaw: Reckless with money.
+0 Charisma Saves
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
Dwarf Traits [PHB 2024, p. 188]
• Creature Type: Humanoid
CON SKILLS WEAPON & UNARMED ATTACKS • Age: 60 years old
+2 +4 Acrobatics (Dex) * Basic Attack. One target per Attack action.
• Medium Size (4' 4", 155 lbs.)
• Darkvision (120 feet)
+1 Animal Handling (Wis) • Dwarven Resilience (versus poison)
14 -1 Arcana (Int) • Dwarven Toughness (extra hit points)
Greataxe. Melee Weapon Attack: +5 to hit,
+5 Athletics (Str) * reach 5 ft. Hit: 1d12+3 slashing damage. • Stonecunning (gain Tremorsense 60 ft. for
(Must be used two-handed.) + Cleave: 10 min. as a bonus action, 2 times betw.
+0 Deception (Cha) long rests)
INT -1 History (Int) On hit, once per turn attack second target
within 5 ft. for 1d12 slashing damage.
-1 +1 Insight (Wis)
+0 Intimidation (Cha)
Barbarian Class Features [PHB 2024, p.
51]
Handaxe. Melee Weapon Attack: +5 to hit, reach
8 -1 Investigation (Int) 5 ft. Hit: 1d6+3 slashing damage. (If thrown,
• Rage (3/day)
+1 Medicine (Wis) normal range to 20 ft.; disadvantage long • Unarmored Defense (AC)
range 21 to 60 ft.) + Vex: On hit, gain adv. on • Weapon Mastery (Greataxe, Handaxe)
+1 Nature (Int) * • Danger Sense (adv DEX vs. traps)
next attack on target before end of next turn.
WIS +1 Perception (Wis) • Reckless Attack (adv attacks)
+2 Performance (Cha) *
+1 +0 Persuasion (Cha)
Javelin. Melee Weapon Attack: +5 to hit, reach 5
ft. Hit: 1d6+3 piercing damage. (If thrown,
normal range to 30 ft.; disadvantage long
• Divine Fury (when rage, first melee hit in
turn +2d6 radiant or necrotic damage)
• Warrior of the Gods (use d12s to heal betw.
12 -1 Religion (Int)
range 31 to 120 ft.) long rests)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex) FEATS & SPECIAL ABILITIES
+1 Survival (Wis)
CHA * Prof. bonus added
Musician [PHB 2024, p. 201]: Proficiencies
(pan flute, horn, viol). In short or long rest,
+0 ** Expertise your song grants Heroic Inspiration to 2
allies.
10
Rage Effects [PHB 2024 p. 51]. Bonus action to
11 PASSIVE WISDOM
(PERCEPTION) begin, lasts 10 minutes if extended by
attacking, forcing a save, or using a bonus
action unless unconscious, or you choose to
PROFICIENCIES & LANGUAGES end it.
• Advantage on STR checks and saves
Armor: light armor, medium armor, shields • +2 bonus on STR-based melee damage
Weapons: simple weapons, martial weapons • Resistence (half damage) from bludgeoning,
piercing, and slashing damage.
Tools: musical instrument (flute), musical
instrument (horn), musical instrument
(lute), musical instrument (lyre), musical
instrument (pan flute), musical instrument
(viol)
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics, Nature,
Performance
Languages: Common, Dwarvish, Halfling
https://fastcharacter.com/results2024.php 07/02/25, 17 55
Página 1 de 4
:
EQUIPMENT & TREASURE
Carried Gear [PHB 2024, p. 213]: greataxe, handaxe, 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), flute (musical instrument), lute (musical instrument), lyre (musical instrument),
belt pouch, set of common clothes, set of costume clothes, two costumes, perfume, mirror. (This load is about 94 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 36 gold pieces (g.p.); 72 silver pieces (s.p.); 13 copper pieces (c.p.); 5 gems (worth 10 g.p. each)
ENCUMBRANCE
Lifting & Carrying: 255 lbs. max. carrying capacity; 510 lbs. pushing or dragging (speed -5 ft.); 510 lbs. max. lift.
PLAYING THE GAME
• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses, often using one of six abilities:
• Strength (STR) (physical prowess),
• Dexterity (DEX) (agility, reflexes),
• Constitution (CON) (health, fortitude),
• Intelligence (INT) (memory, reason),
• Wisdom (WIS) (awareness, willpower),
• Charisma (CHA) (appeal, leadership).
• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). Other modifiers may come
from class features or spells. The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
• For initiative rolls, roll 1d20 + Initiative (DEX) modifier. Higher totals act before lower totals in the same 6-second round.
• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
• Saving throws do not count as actions and are rolled as needed at any time due to attacks, spells, or hazards.
• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of Exhaustion, or suffering certain deadly spells and hazards.
• Specific traits, features, spells, and magic items may create exceptions to any rules.
ACTIONS (1 per turn)
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action. Mastery with a weapon includes
additional possible combat effects.
• Dash: Double Speed this turn.
• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
• Dodge: Give attackers disadvantage and gain advantage on Dexterity saves for yourself.
• Escape: Try to break free from grapple via Strength (Athletics) or Dexterity (Acrobatics).
• Grapple: Special melee attack to give target the Grappled condition.
• Help (Stabilize): DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
• Help: Give an ally advantage on one ability check or attack roll.
• Hide: Stealth allowed only if unobserved.
• Influence: Make a Charisma check to alter a creature's attitude.
• Magic: Cast a spell with a casting time 1 action, or use a magical item or feature.
• Ready: Plan to take action as a reaction when a trigger occurs.
• Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
• Shove: Special melee attack.
• Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
• Utilize: Use a nonmagical item (pick a lock, cover a hooded lantern, equip or drop a shield, etc.
BONUS ACTIONS (up to 1 per turn)
• Consume Potion: Drink for yourself or administer to another within 5 feet.
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
• Magic (Cast Spell): If casting time 1 bonus action.
MOVEMENTS (limited by Speed)
• Move: Distance equal to Speed.
• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed per 5 ft. distance.
• Drop Prone: No cost to Speed.
• Stand Up: From Prone position/condition, costs half Speed that turn.
• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and DEX saves.
REACTIONS (1 between turns)
• Cast Spell: If casting time 1 reaction.
• Opportunity Attack: May make one attack if enemy moves out of reach.
• Readied Action: After trigger occurs, else action wasted.
https://fastcharacter.com/results2024.php 07/02/25, 17 55
Página 2 de 4
:
• Readied Action: After trigger occurs, else action wasted.
FREE ACTIONS
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned, unconscious, or killed. If
caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC equals 10 or half damage, whichever greater. Each hit
needs a separate saving throw check.
You love creating unique, instant RPG characters. We love
creating unique, instant RPG characters. Let's keep playing
together! Your support and feedback helps us take these tools to
the next level.
Join the FastCharacter.com Patreon for more!
« BACK TO GENERATE ANOTHER CHARACTER
Page number references...
[PHB 2024] = Dungeons & Dragons Player's Handbook (2024 version, aka "One D&D" or "5.1") by Jeremy Crawford, published Sept. 2024, by
Wizards of the Coast (ISBN-13: 978-0-7869-6951-7).
[DMG 2024] = Dungeons & Dragons Dungeon Master's Guide (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.
[MM 2024] = Dungeons & Dragons Monster Manual (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.
[PHB 2014] = Dungeons & Dragons Player's Handbook (5th edition) (2014 version) by Mike Mearls and Jeremy Crawford, published Aug. 19,
2014, by Wizards of the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).
[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).
[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).
[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).
[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
https://fastcharacter.com/results2024.php 07/02/25, 17 55
Página 3 de 4
:
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).
[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).
[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).
[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).
Books are available from a gaming store near you.
FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)
Wizards of the Coast, Magic: The Gathering, and their logos are trademarks of Wizards of the Coast LLC in the United States and other
countries. © 2009 Wizards. All Rights Reserved.
This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the
trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example,
DUNGEONS & DRAGONS®, D&D®, PLAYER'S HANDBOOK 2®, and DUNGEON MASTER'S GUIDE® are trademark[s] of Wizards of the Coast and
D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more
information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at
www.wizards.com.
Critical Role is a trademark of Critical Role Productions. For more information, see critrole.com and darringtonpress.com.
https://fastcharacter.com/results2024.php 07/02/25, 17 55
Página 4 de 4
: