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Mourne Little

3 Level (0/2700 XP for level-up) Mourne Background Deep gnome Race / Species / Heritage Neutral Good Alignment
Barbarian
Level 3
Hit Dice: 3/3
1d12+3 Class 1

STR
16
+3
DEX
13
+1
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
10
+0
39
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+0 Deception CHA
+0 History INT
+0 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great axe +5 STR 1d12+3 Slashing
 Heavy, Two handed
Handaxe +5 STR 1d6+3 Slashing
 Light, Thrown
Javelin +5 STR 1d6+3 Piercing
 Thrown
Attacks
Origin, mourne

  • +1 to str or con (con)

  • Adv on str or con saving throws (str)



Superior Darkvision

  • You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.




Gnome Cunning.


  • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.



Stone Camouflage

  • You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.



Rage (+2 dmg, 3 rages per long rest)

  • 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. This bonus increases as you level.
    You have resistance to bludgeoning, piercing, and slashing damage.


Unarmored Defense

  • without armour, ac = 10+dex mod+Con mod, works with shields


Danger sense

  • 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

  • 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.


Ancestral Protectors

  • spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.



Primal Knowledge

  • When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.



Features & Traits
Weapons

  • Great axe

  • hand axe (2)

  • Javelins (4)


Others

  • Explorer's Pack



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages

  • Common

  • Gnomish

  • Undercommon



Proficiencies

  • Light and medium armour

  • Shields

  • simple weapons

  • Martial weapons



Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, 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" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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