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Winaris Stoutroar

Minotaur, Medium size Race
Badlands/Twice Cursed Origin
Barbarian, Ancestral Guardian 4 Class & Level
Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 11
+0
Total Hit Dice 4
Hit Die
1d12+3
+2 proficiency bonus
+8 Strength
+4 Dexterity
+7 Constitution
+2 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+1 Insight
+2 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
64
Hit Points
+2
Initiative
30
Speed
Attacks
You gain proficiency with Glassblower's Tools. | d20+2+?

You have proficiency in Intimidation.

Athletics and Survival.

You gain a +2 bonus to all saving throws (and 10 extra HP) because Badlands are pog.

Saves: Str and Con.

15 / 15 / 14 / 11 / 11 / 10 - mad man again
18 is 4; 14 is 2; 16 is 3; 12 is 1; 10 and 11 are 0.

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons

Common and Minotaur.
Proficiences
Greataxe +6 | d12+4, two-handed, heavy
2 handaxes +6 | d6+4, light, thrown 20/60
4 javelins +6 | d6+4, 30/120
An explorer’s pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope.
Equipment
Mad Man
Stat Array
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.


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.


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.


Twice Cursed (Origin)

Whenever you receive a penalty to attack rolls, saving throws or AC, you are healed a number of hit points equal to the penalty. This only counts the first time you receive a given penalty in a combat.


Horns.

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Goring Rush.

Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.


Hammering Horns.

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.


Ancestral Protectors

Starting when you choose this path at 3rd level, 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.
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Lionwolfe.

Statblock Type

Verum Character Sheet

Link/Embed