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Tavers

Half-Elf Wood Race
Tuktuka/Survivalist Origin
Barbarian 7/Paladin 2 9 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 15
+2
constitution 15
+2
intelligence 11
+0
wisdom 12
+1
charisma 12
+1
Total Hit Dice 5
Hit Die
1d12+2
+3 proficiency bonus
+3 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+1 Deception
+0 History
+1 Insight
+1 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
98
Hit Points
+2
Initiative
35
Speed
Attacks
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Martial Weapons, Simple Weapons
LANGUAGES
Common, Elvish
SKILLS
Athletics, Perception, Survival
Proficiences
WEAPONS
Longsword, Hand Axe (x2), Javelin (x4)

EQUIPMENT
Explorer's Pack

CONSUMABLES
Greater Healing Potion: 0
Anti-Zombie Potion: 1
War God's Blood Potion: 1

MONEY
Gold: 235
Equipment
Madman
Stat Array
ORIGIN
Dark Vision

Fey Ancestry

Half-Elf Variant; Fleet of Foot - Walking Speed 35

Tuktuka Suvivalist;
+1 Con or Wis, and proficiency to Survival. You gain a +5 to your maximum hit points.

The wastelands and the jungles of Tuktuka are a rough place. You hardened your life, and learned how to survive. You can choose to ignore 1 level of exhaustion, you gain 2 damage reduction to physical damage (to a minimum of 1 damage taken, so you can’t take 0 damage).


CLASS;
Rage

Unarmored Defense - AC = 10 + DEX + CON

Reckless Attack - Gain Advantage - Get hit with Advantage

Danger Sense - ADV on DEX Saves can see;

PRIMAL PATH - PATH OF THE BEAST;

Form of the Beast: Raging partially transforms you granting you a Natural STR weapon:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you
;
ASI/FEATS
Fighting Initiate; You have trained in a fighting style and can learn one fighter class fighting style every time this feat is taken;
Unarmed Fighting: Unarmed strikes deal Bludgeoning damage equal to 1d6+STR, if you aren't using any weapons or shield it is a d8. You can deal 1d4 damage at the start of your turn to a grappled creature

Hand Axe of Gray-Flames [Good] (+1 Magic Weapon):
A hand axe that has the power of the gray flame. It may look like fire, but it is actually holy fire.
Properties: Light, Silvered, Thrown (20/60)
Damage Type: Slashing
Damage: 1d6+1
Special: Gray-flame – The gray-flame can be activated/deactivated as a bonus action. The weapon illuminates a bright like a regular torch, except the flames are gray. The flames feel cool to the touch. This gives the weapon the silvered property, and gives an additional 1d6 radiant damage on hit once activated. Good creatures are not affected by this additional damage.
Return – When this weapon is thrown, you can use an item interaction to have this weapon return to your hand (up to 60ft away). This weapon returns back in a straight line and can hit creatures on the way back. Creatures must make a Dexterity Saving throw, DC = 13. Upon success the creature takes no damage, and if fail then the creature takes the weapon’s damage as normal.
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

Dutalo.

Statblock Type

Verum Character Sheet

Link/Embed