Skip to content
CreatePricing
New - AI-generated fantasy Character

New

Human · Barbarian · Level 1 · Outlander

New

New is direct, observant, and unexpectedly gentle with frightened animals and inexperienced travelers.
AC16
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 14 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

None

Languages

Common,
Giant

Features

9 features

Bonus action

  • RageLevel 1

    When Bonus action

    New enters a battle-fury as a bonus action. While raging, he gains advantage on Strength checks and Strength saving throws, +2 melee damage with Strength-based weapons, and resistance to bludgeoning, piercing, and slashing damage. He can rage twice per long rest.

Always on

  • Unarmored DefenseLevel 1

    When New is not wearing heavy armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. His shield and hide armor are currently used instead, giving him AC 16.

  • Ability Score IncreaseHumanEach of New's ability scores increases by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, and New is Chaotic Neutral.
  • SizeHumanMedium.
  • SpeedHumanNew's walking speed is 30 feet.
  • LanguagesHumanNew can speak, read, and write Common and one extra language, Giant.
  • WandererOutlander

    New has an excellent memory for maps, terrain, and routes. He can always recall the general layout of terrain, settlements, and other features around him, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Gear

11 items

Weapons

  • Great axe
    A two-handed martial melee weapon, chosen as a great axe.
  • 2×
    Handaxe
    Simple one-handed axes balanced for throwing or close combat.
  • 4×
    Javelin
    Long spears suitable for throwing or hunting large game.

Armor

  • Hide armor
    Light protective armor made from layered hide.
  • Shield
    A wooden shield reinforced with rawhide and bone fittings.

Gear

  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
  • Staff
    A sturdy walking staff marked with notches for old camps and remembered distances.
  • Hunting trap
    A concealed snare used to catch small and medium creatures.
  • Trophy from a slain animal
    A tooth and strip of fur taken from a beast New defeated during his first solo winter hunt.
  • Traveler's clothes
    Plain, durable clothing suited for travel through rough country.

Purse

  • 10×
    Gold pieces
    Small reserve of coin kept in a weatherproof leather pouch.

Appearance

New is a broad-shouldered human man with a powerful, rangy build and dark brown hair worn in a rough braid tied with red cord. He has weather-browned skin, a heavy beard kept short for practicality, and pale green eyes that seem to measure every doorway, trail, and possible escape route. He wears battered hide armor beneath a gray wolf-fur mantle, carries a great axe across his back, and keeps one hand resting on the small wooden bead threaded into his beard. He takes up more space than he realizes, leaning close when he speaks and standing directly in people's paths as though every conversation were a campfire circle.

Mannerisms

New leans forward when listening, often standing far too close without noticing. He checks the wooden bead in his beard whenever he is uncertain, taps the haft of his great axe before entering a new place, and silently counts exits whenever he sits down.

Personality

New is direct, observant, and unexpectedly gentle with frightened animals and inexperienced travelers. He speaks plainly, laughs loudly, and treats strangers as potential companions until they prove themselves cruel. He dislikes small talk but enjoys practical questions, especially those about weather, trails, food, and what lies beyond the next ridge. He is fiercely independent, yet secretly relieved whenever someone else confidently chooses the direction.

Ideals

Freedom. No wall, law, lord, or tradition has the right to own a person's choices. Every living soul should be able to choose their road.

Bonds

He carries a red cord from his old wandering community and swore to find the scattered members of his people, or at least learn what became of those who vanished after the winter raid.

Flaws

New has little patience for rules made by people who have never slept outdoors. He is quick to challenge anyone who gives an order without explaining why, and he sometimes mistakes stubbornness for freedom. Once his temper rises, backing down feels to him like abandoning the truth.

Quirks

He names unfamiliar roads before he learns their official names.
He pockets unusual stones and sorts them by color beside his bedroll.
He refuses to eat the first portion of a meal until someone else has tasted it, claiming this is good manners among his people.
He occasionally answers questions by pointing toward the direction he thinks the speaker should travel.

Background

New was born among a scattered human frontier community that never stayed in one place for more than a season. His people followed game, weather, and rumor, moving between highland valleys and deep forests long before roads or border stones claimed the land. From childhood, New learned to read bent grass, bird calls, cloud color, and the silence that falls when a predator is near. He earned the name New because he was always the first to volunteer for an unfamiliar trail, a new camp, or a dangerous crossing, treating uncertainty as an invitation rather than a warning. As he grew older, New became the community's pathfinder and protector. He learned to fight with a great axe after a winter raid scattered his people, discovering that anger could be sharpened into something useful when placed between danger and those who could not defend themselves. Yet he never became comfortable with permanent homes or fixed authority. When his people finally settled near a walled town, New left within a year, chafing at gates, schedules, and officials who claimed ownership over roads that had existed before them. He now travels as an outlander by choice, seeking old trails, rare game, and the next place where trouble is large enough to make his strength matter.

“His people followed game, weather, and rumor, moving between highland valleys and deep forests long before roads or border stones claimed the land.”
From their backstory
Background
Outlander

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn New into a sheet

A high-res, share-ready sheet you can post or print.