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

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Salir

Barbarian (Wild Soul) 3 Class & Level
Hunter Initiate Background
Elder Dragonborn Race
CN Alignment

Strength 18
+4
Dexterity 14
+2
constitution 14
+2
intelligence 11
+0
wisdom 13
+1
charisma 14
+2
Total Hit Dice 3
Hit Die
1d12+2
+2 proficiency bonus
+6 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+0 Arcana
+6 Athletics
+2 Deception
+0 History
+1 Insight
+4 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
+2 Performance
+2 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
15
Armor Class
32
Hit Points
+2
Initiative
30
Speed
Attacks
Armor: light, medium, and shields
Weapons: Simple, Martial, Greatsword (MH), Charge Blade (MH)
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Skills: Animal Handling, Athletics, Intimidation, Perception, Survival
Languages: Common, Draconic, Troverian.
Proficiences
Explorer's Pack

a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope


Mundane Items
4x javelins - 1d6 piercing - thrown (30/120 ft.)
Fishing Tackle
A guild card,
a hunting trap,
a momento from yourpast that represents why you became a hunter,
a set of traveler’s clothes
2 healing potions (2d4+2)


Greatsword (Uncommon)

2d6 slashing, 6 lb., heavy, two-handed.

Charged Slash. As part of the Attack action you can forgo
an attack with this weapon in order to grant the weapon 1
charge (3 max).
When you make an attack roll while the weapon has any
charges, all charges are expended and that attack is made
with advantage; you can forgo this advantage and all other
advantages you gain on this turn to gain 1 extra charge to
expend on this attack. On hit the weapon deals an extra 1d6
+ your Strength modifier for each charge expended in this
way.

Slot 1: King's Crest: (W)FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1
charge, spirit, or phial charge.
Slot 2: Vespoid's Wing: Weapon has 2 runes (regains at dawn). When you hit a creature with this weapon you can expend a run to have the target make a DC 10 Con saving throw. On a failed save, target is incaped and has its movement speed reduced to 0 for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.

 


Charge Blade

Axe Mode- 1d12 slashing, 7lb., heavy, two-handed.
Sword & Shield Mode- 1d6 slashing +2 AC, 8lb., finesse,
light.

Switch Mode. As a bonus action, you can switch the weapon
between its axe or sword and shield mode.

Slot 1:

 


Barbarians Pauldrons (Uncommon)

Functionally not armor, just upgradeable armor for material slots.

Slot 1: Sm. Hermitaur Shell (A)
You reduce bludgeoning damage you take by 2
while you wear this armor
Slot 2: Shamos Scale: Gain +1 bonus to passive Perception while you wear this armor.

 


Monster Materials
Wroggi Hide (A)
You reduce poison damage you take by 2 while you
wear this armor.

2x Drone Substance (o)
This oily like substance can be applied to the skin of
a medium or smaller creature. Applying the
substance takes 1 minute. The affected creature
then has advantage on Charisma (persuasion)
checks for 1 hour. During this time if they attempt
to charm a creature with spells or spell like abilities,
the targeted creature has disadvantage on its saving
throw.
Cursed. When applied to a creature, there is a 10%
chance to attract nearby seltas while in urban areas.
While in the wilds, there is a 50% chance to attract
nearby seltas.

Zamtrios Hide (a)
While wearing this armor, you can move across and
climb icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed of ice or
snow doesn't cost it extra moment.

 



Currency
1050GP
3 earth crystals
4 armor spheres




Equipment
Left side scarlet scales with a large protruding horn on temple, right side bronze scales. Pauldrons on shoulders and tunic match the pattern and color of scales. 7'2" tall, 300 lbs.
Personality Traits
Racial
Horns. Your horns are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal
bludgeoning damage equal to 1d6 + your Strength modifier.

Indurate Spikes. You can cast shield of faith with this trait,
but only target yourself. When you use this version of shield
of faith, you have advantage on Constitution saving throws to
maintain concentration on this spell. Once you cast this spell,
you can't cast it again with this trait until you finish a long
rest.

Menacing. You have proficiency in the Intimidation skills.

Natural Armor. You have tough, scaly skin. When you
aren't wearing armor, your AC is 13 + your Dexterity modifier.
You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield's
benefits apply as normal while you use your natural armor.

Spiked Regrowth. As an action, you can regain a number
of hit points equal to your level + your Constitution modifier.
Once you use this trait, you can't use it again until you finish a
long rest.


Barbarian

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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

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.

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.

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.

Lingering Magic
At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Wild Surge
Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.



Features & Traits

Heroes Enabled

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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

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Created by

skthompson787.

Statblock Type

Character Sheet (Legacy)

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