Joshua Daiyo | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Joshua Daiyo

Barbarian 6 (7) Class & Level
Criminal Background
Halfling Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 20
+5
constitution 16
+3
intelligence 10
+0
wisdom 10
+0
charisma 8
-1
Total Hit Dice 6
Hit Die
1d12+3
+3 proficiency bonus
+4 Strength
+5 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+4 Athletics
+0 Deception
+0 History
+0 Insight
+2 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
-1 Performance
-1 Persuasion
+0 Religion
+8 Sleight of Hands
+5 Stealth
+0 Survival
skills

 
18
Armor Class
82
Hit Points
+5
Initiative
35
Speed
Attacks
Immovable Rod
Shield that has Levitation
Equipment

Heroes Enabled

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

The statblocks of your class features

Path of the Ancestral Guardian


Hit Points

Hit Dice: d12 per Path of the Ancestral Guardian level
Hit Points at first Level: See Barbarian
Hit Points at Higher Levels: See Barbarian

Proficiences

Armor: See Barbarian
Weapons: See Barbarian
Tools: See Barbarian
Saving Throws: See Barbarian
Skills: See Barbarian

Subclass Options

Ancestral Protectors

At 3rd level, while you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual 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, 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 cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, it 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, 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.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Halfling (Stout)

Ability Score Increase +2 Dexterity, +1 Constitution
Size Small
Speed 25 feet

TODO  

Traits:

  Age. A Halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.   Lucky. When you roll a 1 on a d20 for and attack roll. ability check, saving throw, you can re-roll the die and must use the new roll.   Brave. You have advantage on saving throws against being frightened.   Halfling Nimbleness. You can through the space of any creatures that is of a size lager than yours.   Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Languages. Common, Halfling

Statblocks for companions, followers and other allies.

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Character Power stats



Created by

Nymphas.

Statblock Type

Character Sheet (Legacy)

Link/Embed