Sutan Doskai | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sutan Doskai

Ancients Barbarian 12 Class & Level
Folk Hero Background
Orc Race
Chaotic Neutral Alignment

Strength 22
+6
Dexterity 15
+2
constitution 20
+5
intelligence 7
-2
wisdom 12
+1
charisma 9
-1
Total Hit Dice 12
Hit Die
1d12+5
+4 proficiency bonus
+10 Strength
+2 Dexterity
+9 Constitution
-2 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
-2 Arcana
+10 Athletics
-1 Deception
-2 History
+1 Insight
-1 Intimidation
-2 Investigation
+1 Medicine
-2 Nature
+1 Perception
-1 Performance
-1 Persuasion
-2 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 
17
Armor Class
194
Hit Points
+2
Initiative
40
Speed
Great Axe 1d20+5+3 1d12+5+3
Hand Axe 1d20+5+3 1d6+5+3
Attacks
Proficiencies

Survival
Perception
Athletics

 

Saving Throws

Strength
Constitution

 



Proficiences
Great Axe
Hand Axe
Axe of the Storm Bringer
+2 Great Axe, Thrown, 30/90
Very Rare- Special Attunement Ancients Barbarian

While Attuned to this Great Axe you gain a +1 to Strength. In addition you gain the Following Effects:

Stormcaller: As a bonus action you can speak the Axe's true name, causing it to deal an additional 1d12 lightning for the next minute. This ability can be used once per long rest.

Storm of the Ancients: Whenever an enemy under the effects of your Ancestral Protector's ability attacks someone other than you, they take 1d12 Lightning damage as your ancestors strike against them.


Ring of Jump: you can cast Jump on yourself once per long rest.
Equipment
Honor the Ancestors
Ideals
Dumb
Very Dumb
Prone to Snapping
Flaws
Mobile

You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Observant

Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Greataxe

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d12 Slashing Heavy, Two-Handed

Cost: 30 gp Weight: 7 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

The statblocks of your class features

Barbarian: Path of the Ancestral Guardian


Hit Points

Hit Dice: d12 per Barbarian: Path of the Ancestral Guardian level
Hit Points at first Level: 12 + Con Mod
Hit Points at Higher Levels: 1d12 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.   A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.   Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.   These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.   For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.


Class Features

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 armour:
  • 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.  

Unarmoured Defence

While you are not wearing any armour, your Armour 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 defence 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.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armour.  

Feral Instinct

By 7th level, your instincts are so honed that 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, but only if you enter your rage before doing anything else on that turn.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.  

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

• Choose: a greataxe; or any martial melee weapon   • Choose: two handaxes; or any simple weapon   • An explorer’s pack and four javelins


Subclass Options

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.  

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.  

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.


LevelProficiencyBonus FeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Orc

Ability Score Increase Your Strength score increases by 2, your Constitution increases by 1.
Size Medium
Speed 30ft

Darkvision: You can see in dim light within 60 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.   Aggressive: As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Primal Intuition: You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Languages. You can speak, read, and write Common and Orc.

Orc

Ability Score Increase +2 Str, +1 Con
Size Medium
Speed 30ft

Menacing - You have proficiency in the Intimidation skill.
  Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  Orc Weapon Training - Orcs gain proficiency with, Battleaxes, Greataxes, Handaxes, Light Armour and Shields.
  Savage Attacks - When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  Berserk - You may Rage once as though you were a 1st-level Barbarian. You must complete a long rest before you can us this trait again.
If you have levels in the Barbarian class, this trait instead increases your number of Rages per long rest by one.
 

Languages. Thranic(common), and Orcish war signs.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Ravion.

Statblock Type

Character Sheet (Legacy)

Link/Embed