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Rahk

Earth Genasi Race
Daborakian Riverrunner Origin
Zealot Barbarian Class & Level
Alignment
Inca Deity
The Last Grove Faction
Rank/Position
Loyalty
Company

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

 

MV

Prestige

Attunement Slots
16
Armor Class
85
Hit Points
+3
Initiative
45
Speed
Attacks
ProficiencySource
Weapons & Armor
Light ArmorBarbarian
Medium ArmorBarbarian
ShieldsBarbarian
Simple WeaponsBarbarian
Martial Weapons
Tools
Herbalism KitLast Grove
Saving Throws
StrengthBarbarian
ConstitutionBarbarian
Skills
AthleticsDaborak
IntimidationBarbarian
MartialBarbarian
NatureInca
PerceptionRiverruner
Languages
Common (Grass)Daborak
DruidicLast Grove
TerranEarth Genasi

Proficiences
The Last Grove
Faction
Mad Man - 15/15/14/10/11/11
Stat Array
Race, Origin, Deity, Faction, Class
Earth Genasi
  • +2 Constitution
  • +1 Strength


Earth Walk
  • You can move across difficult terrain without it affecting you as long as it is from a ground based source.


Merge With Stone
  • You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


Seal of Earth
  • You gain a burrow speed of 30ft.
  • If you should deal acid damage, the damage is increased by 2, this applies only once per source.


Daborak
  • +1 Strength
  • Proficiency with Athletics


Riverrunner
  • Proficiency with Perception
  • You gain a swim speed of 30ft.


Inca
  • Lip Service:
    • Proficiency with Nature


The Last Grove
  • Nature's Blessing
    • +5 to movement

  • +2 WIScap
  • Proficiency with Herbalism Kit
  • Druidic Language


Barbarian
  • Proficiency with
    • Light Armor
    • Medium Armor
    • Shields
    • Simple Weapons
    • Martial Weapons
    • Strength Saving Throws
    • Constitution Saving Throws
    • Intimidation
    • Martial


Level 1
Barbarian 1

Rage
  • 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.
    • 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 taken damage since then. You can also end your rage on your turn as a bonus action.
  • Once you have ranged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again.


Unarmored Defense
  • While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
  • You can use a shield and still gain this benefit.


Level 2
Barbarian 2

Danger Sense
  • You have advantage on Dexterity saving throws against effects you can see.
  • To gain this benefit, you can't be blinded, deafened, or incapacitated.


Reckless Attack
  • 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.


Level 3
Barbarian 3

Primal Path: Path of the Zealot
  • Divine Fury
    • While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic.

  • Warrior of the Gods
    • If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster spends only half of the needed material components to cast the spell on you.


Level 4
Barbarian 4

ASI:
  • +1 Strength
  • +1 Dexterity


Level 5
Barbarian 5

Extra Attack
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
  • Your speed increases by 10 feet while you aren't wearing heavy armor.


Level 6
Barbarian 6

Fanatical Focus
  • If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability once per rage.


Level 7
Barbarian 7

Feral Instinct
  • 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.


Level 8
Barbarian 8

Feat: Child of Stone
  • You ignore difficult terrain. If you already have this ability from a different source, you instead gain advantage on saves against effects that would physically reduce your movement or knock you prone.
  • Your burrow speed is increased by 10 feet.
  • You gain tremor sense out to a range of 15 feet. If you already have tremor sense from a different source, it is increased by 15 feet.

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

Goon.

Statblock Type

Verum Character Sheet

Link/Embed