Klog Strongmaw | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Klog Strongmaw

5 Level (0/14000 XP for level-up) Noble Background Half-org Race / Species / Heritage Chaotic-neutral Alignment
Barbarian
Level 5
Hit Dice: 5/5
1d+4 Class 1

STR
20
+5
DEX
15
+2
CON
18
+4
INT
8
-1
WIS
10
+0
CHA
14
+2
59
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+7 Constitution
-1 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
+0 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+3 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greataxe+1 +8 STR 1d12+1+5
Handaxe +8 STR 1d8+5
Handaxe of warning +5 DEX 1d6+2
Attacks
Darkvision.
Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

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.

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.

Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The com m on folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

RAAAAAAAAAGE! (3 per long rest)
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 (+2) 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.

Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit
You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of a bear.

Bear.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Features & Traits
SPOOOOOOOOOON! (vibrates when undead near)
Handaxe of warning (http://radai.github.io/dnd5tools/?q=Battleaxe%20of%20Warning)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Orc, Elvish
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons Tools: Dice Set

Languages & Proficiencies
The common folk love me for my kindness and
generosity.

Personality Traits
If I can attain more power, no one will tell me
what to do.

Ideals
I am in love with the heir of a family that my family
despises.

Bonds
In fact, the world does revolve around me.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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