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New man

3 Level (0 of 2700 XP for level-up) dsfsdf Class asdads Subclass Race Alignment
Strength 14
+2
Dexterity 12
+1
Constitution 14
+2
Intelligence 13
+1
Wisdom 8
-1
Charisma 12
+1

+3
Initiative
18
Armor Class
+1
Spell Attack Modifier
9
Spell Save DC: WIS
Hit Dice: 3 of 3
Hit Die: 1d6 +2
35
Speed (walk/run/fly)
5
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+4 Constitution
+3 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+1 Deception CHA
+3 History INT
-1 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+5 Nature INT
-1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Longsword +4 STR 2d8 Piercing
Crossbow +2 DEX 3d6 Blunt
 Range (60/120ft)
Actor
Feats
Focus Spellcasting
Common
Languages & Proficiences
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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

Caltrops (bag of 20)

Adventuring Gear

Common

As an action, you can spread a single bag
of caltrops to cover a 5-foot-square area. Any creature
that enters the area must succeed on a DC 15 Dexterity
saving throw or stop moving and take 1 piercing
damage. Until the creature regains at least 1 hit point,
its walking speed is reduced by 10 feet. A creature
moving through the area at half speed doesn’t need to
make the saving throw.

Cost: 1 gp
Weight: 2 lb

The statblocks of your class features

Alchemist

Level Proficiency Bonus Features Bomb Damage Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Extracts, Bombs 1d6 2 2 - - - - - -
2nd +2 Swift Alchemy, Mutagen 1d6 2 3 - - - - - -
3rd +2 Research Focus 1d6 2 3 1 - - - - -
4th +2 Ability Score Improvement 2d6 2 4 1 - - - - -
5th +3 Research Focus Feature 2d6 3 4 2 - - - - -
6th +3 - 2d6 3 4 2 1 - - - -
7th +3 Improved Swift Alchemy 3d6 3 4 3 1 - - - -
8th +3 Ability Score Improvement 3d6 3 4 3 2 - - - -
9th +4 - 3d6 4 4 3 2 1 - - -
10th +4 Research Focus Feature 4d6 4 4 3 3 1 - - -
11th +4 Permanent Mutation 4d6 4 4 3 3 2 - - -
12th +4 Ability Score Improvement 4d6 4 4 3 3 2 1 - -
13th +5 - 5d6 5 4 3 3 3 1 - -
14th +5 Research Focus Feature 5d6 5 4 3 3 3 2 - -
15th +5 - 5d6 5 4 3 3 3 2 1 -
16th +5 Ability Score Improvement 6d6 5 4 3 3 3 3 1 -
17th +6 Permanent Mutation 6d6 6 4 3 3 3 3 2 -
18th +6 - 6d6 6 4 3 3 3 3 2 1
19th +6 Ability Score Improvement 7d6 6 4 3 3 3 3 2 1
20th +6 Research Focus: Grand Discovery 7d6 6 4 3 3 3 3 2 2
Hit Dice: 1d8 per Alchemist level
Hit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons
Tools: Herbalism kit or poisoner’s kit (one of your choice), artisan’s tools (alchemist supplies)
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Religion, and Sleight of Hand
Starting Equipment:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) scholar's pack or (b) a dungeoneer's pack
  • (a) one vial of alchemist fire, (b) two vials of acid, or (c) one healing potion
  • Alchemist supplies, leather armor, formula book, and a dagger
Bombs
Alchemists like to blow things up, including their foes. In combat, they shower their enemies with bombs.   You can use a number of bombs equal to half your alchemist level + your Intelligence modifier (minimum of one bomb). This number is reset after a long rest.   As an action, you can swiftly draw the volatile chemicals needed to make your bomb, mix them in a small vial with an ounce of liquid catalyst, and then throw your new bomb at a target (or to an unoccupied point) up to 30/60 feet away. Use your Dexterity modifier + your proficiency bonus for the attack roll. If you are targeting an unoccupied point, treat it as a ranged attack against AC 5. You must have two hands free to make a bomb.   On a hit, the target takes 1d6 fire damage + extra damage equal to the alchemist’s Intelligence modifier. Each creature within 5 feet of that point must succeed on a Dexterity saving throw against your spell save DC or take splash damage.   On a miss, your bomb lands 5 feet away from the target. Roll a d8 to determine where the bomb hits (or a d6 if you’re using a hex map), with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 (or 6 for hex maps) rotating clockwise around the target. The bomb deals splash damage to all creatures within 5 feet of where it lands.   Splash damage from an alchemist’s bomb equals the number of dice rolled for the bomb plus the alchemist’s Intelligence modifier. For example, if you normally roll 3d6 for a bomb and have a +3 Intelligence modifier, your bomb’s splash does 6 fire damage.   Alchemist bombs are unstable and must be thrown immediately, becoming inert at the end of your turn or if handled by someone else.   The damage of an alchemist’s bomb increases by 1d6 points every three alchemist levels.
Swift Alchemy - 2nd Level
Starting at 2nd level, you can craft common alchemical items in a fraction of the time required by most people. Once per day, even during a long rest, you can spend 2 uninterrupted hours to craft one of the common items listed on the Swift Alchemy table. No ability check is required; you automatically succeed. You must still pay for, or provide, any ingredients needed.   As your alchemical skills increase, you can craft potions and elixirs of ever-greater potency. Your skill with Swift Alchemy improves at 7th level, letting you create improved versions of the alchemical items, and at 13th level, opening up even more advanced formulas. In addition to the items listed on the Swift Alchemy table, you can also craft the other potions, elixirs, philters, oils, and poisons that exist in the game.   General Crafting: You can also choose to create alchemical items normally (without Swift Alchemy) by making an ability check with the appropriate tools. You must be proficient with tools related to the item you are trying to create (typically alchemist supplies, herbalism kit, or poisoner’s kit). Roll a d20 and add your proficiency bonus and your Intelligence modifier, and then compare the total to the DC needed to craft the item. See the 5E Reforged document for examples of the DCs, material costs, and time requirements to create alchemical items.  
Name of Item Effect Crafting Cost Proficiency & Tool Required
Acid(vial) Thrown, 2d6 acid damage 10 gp Alchemist supplies
Alchemist fire Thrown, 1d4 fire damage each turn (DC10 Dex save to negate) 25 gp Alchemist supplies
Potion of healing 2d4 + 2 healing 25 gp Herbalism kit
Antitoxin Advantage on saving throws against poison for 1 hr 25 gp Herbalism kit
Poison, basic 1d4 poison damage (DC10 Con save to negate) 50 gp Poisoner’s kit
Poison, common Any potion with a rarity of common 50 gp Alchemist supplies
Mutagens - 2nd Level
You learn how to compound a transforming draught that, when swallowed, blots out your identity and awakens the brute that sleeps within you—your Jekyll gives way to Hyde.   It takes 30 minutes to brew a dose of mutagen, and once brewed, it remains potent until used. Drinking a mutagen takes an action. You must then finish a long rest before you can brew another dose. You can only maintain one dose of mutagen at a time—if you brew a second one, the first one becomes inert. Only you can benefit from your mutagen.   The transformation lasts for 1 hour, and you can’t revert to your original form until the mutagenic effect subsides.   The mutagen you brew is the equivalent of an extract that triggers the following four effects:   Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal ld6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Lastly, you are proficient with your unarmed strikes and use your Strength bonus to determine attack and damage rolls.   Monstrous Power: Your features take on a more monstrous appearance. You gain advantage on Charisma (Intimidation) checks, and your body grows in power, granting you one of the following three abilities:  
  • Bear’s Endurance: You have advantage on Constitution checks. You also gain 2d6 temporary hit points, which are lost when the mutagen ends.
  • Bull’s Strength: You have advantage on Strength checks, and your carrying capacity doubles.
  • Cat’s Grace: You have advantage on Dexterity checks. You also don’t take damage from falling 20 feet or less if you aren’t incapacitated.
  Toughened Hide: Your skin becomes like hardened leather. Your base AC becomes 13 + your Dexterity modifier.   Monstrous Cost: These features come at a high price. For the duration of the mutagen you have the following penalties:  
  • You have disadvantage on Intelligence and Charisma ability checks (except Intimidate) and saving throws.
  • You cannot use your extracts, or cast spells through any other means.
  • You cannot wear armor or wield a shield or a weapon while the mutagen is active.
  Once the mutagen wears off, your body returns to its normal form, and you must take a long rest before you can go through another transformation.
Research Focus - 3rd Level
You choose an alchemical research focus: Metamorph, Grenadier, or Arcane Distiller. Your choice grants you features at 3rd level and again at 5th, 10th, 14th, and 20th level.
Ability Score Improvement - 4th Level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Improved Swift Alchemy - 7th Level
Name of Item Effect Crafting Cost Proficiency & Tool Required
Potion of fire breath 4d6 fire damage, bonus action, 30 ft. (DC13 Dex save for 1/2 damage) 3 uses, lasts 1 hr 75 gp Alchemist supplies
Dust of disappearance Everyone within 10 ft. becomes invisible for 2d4 minutes (attacking/casting breaks) 75 gp Alchemist supplies
Potion of resistance Grants resistance to one damage type for 1 hr 100 gp Alchemist supplies
Potion of growth As enlarge, 1d4 hours 75 gp Herbalism kit
Potion of greater healing 4d4 + 4 healing 50 gp Herbalism kit
Potion of water breathing Water breathing for 1 hr 50 gp Herbalism kit
Potion climbing Climbing speed equal to walking speed for 1 hr; advantage on Str (Athletics) to climb 50 gp Alchemist supplies
Toxin, standard Poisoned for 1 min (DC11 Con save for 1/2 damage) 75 gp Poisoner’s kit
Poison, standard 2d4 damage (DC12 Con save for 1/2 damage) 100 gp Poisoner’s kit
Potion, uncommon Any potion with a rarity of uncommon 75 gp Alchemist supplies
Permanent Mutation - 11th Level
The repeated use of mutagens and the side effects from extracts cause your body to undergo a permanent transformation. Choose one of the options below. Once your choice is made, it cannot be changed. At 17th level, you may select another mutation.   Anaerobic Respiration. Years of breathing noxious fumes have had unexpected and significant effects on your lungs. You can hold your breath indefinitely and have advantage on saving throws to resist the effects of inhalation-based attacks.   Extra Limb (Arm, Tentacle). Much to your surprise, another appendage grows from your body. It can carry and manipulate objects even when your other arms are occupied. It doesn’t grant you extra attacks, but you can use two-weapon fighting with it. You can draw and stow up to two weapons on your turn.   Keen Senses. Whether you want it to or not, your nose now captures all of the world around you. You gain the senses of a predator, granting you darkvision out to a range of 120 feet, and advantage on Wisdom (Perception) checks that rely on smell or hearing.   Prehensile Tongue or Prehensile Tail. You have a prehensile tongue or prehensile tail, which can interact with objects up to a range of 10 feet. You can pick up items weighing up to 5 pounds, touch an ally or foe, or make Dexterity (Sleight of Hand) checks with your tongue/tail, even if both of your hands are occupied. You can retrieve up to two items on each of your turns, rather than the usual one.   Rigid Horns. Gnarled and twisted protrusions of rock-hard bone grow out of your forehead. When you use the Attack action during your turn to make a melee attack, you can try to shove a creature with your horns as a bonus action. You cannot use this shove to knock a creature prone.   Suckers. Far too much time spent with your limbs buried in toxic chemicals has had serious side effects. You grow suckers along your arms and feet, the suction of which gives you a climb speed of 30 feet. Additionally, you gain advantage on any check made to avoid being disarmed.   Toxified Metabolism. Through repeated interactions with toxins, your body has grown to have little trouble with poisons. You become immune to the poisoned condition and resistant to poison damage.   Vestigial Wings. You grow frayed and stunted wings. You cannot fly (gain height) with them, but you can glide, greatly increasing your jump length (up to 30 feet). This also lets you slow your descent to 60 feet per round, allowing you to avoid taking falling damage, and land on your feet upon reaching a surface.   Webbed Extremities. Thin but sturdy membranes form between your fingers and toes. These not-so-natural fins grant you a swim speed of 60 feet.
Advanced Swift Alchemy - 13th Level
Name of Item Effect Crafting Cost Proficiency & Tool Required
Potion of clairvoyance As clairvoyance 100 gp Alchemist supplies
Potion of gaseous form As gaseous form, 1 hr 125 gp Herbalism kit
Potion of superior healing 8d4 + 8 healing 100 gp Herbalism kit
Potion of hill giant strength 21 Str for 1 hr 75 gp Alchemist supplies
Toxin, advanced Poisoned for 1 hr (DC13 Con save for 1/2 damage) 150 gp Poisoner’s kit
Poison, advanced 4d4 damage (DC14 Con save for 1/2 damage) 200 gp Poisoner’s kit
Potion, rare or very rare Any potion with a rarity of rare or very rare 150/300 gp Alchemist supplies

Spellcasting With Extracts

As an alchemist, you are a master of brewing extracts that mimic spells. While clerics, wizards, and other magicusing classes are praying for or memorizing spells, you are busy mixing ingredients and distilling their arcane energies into extracts—bottled spells to “cast” later when you drink them.   No verbal or somatic components are needed for spells in extract form (unless you count bending the elbow and glugging), and any material components are already in the vial you hold.   Because extracts are ingested, they are of limited use offensively. Alchemists mostly drink them to bolster their abilities and heal wounds, while relying on their bombs to deal damage. An extract only has a range of self, even if the spell it mimics has a greater range. These spells are indicated with a “self ” tag in parentheses next to the spell name on the formula list.   Extracts bind to the alchemist during distillation. If anyone other than you drinks your extract, it has no effect on them (unless you chose Arcane Distiller as your Research Focus). Once created, extracts remain potent until your next long rest, after which they become inert and must be prepared again.   You can prepare an extract from any formula you know, and you can know any number of formulas. The Alchemist table shows how many spell slots you have to prepare your extracts of 1st level and higher.  

Cantrips

At 1st level, you know two cantrip formulas of your choice from the alchemist formula list. You learn additional alchemist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Alchemist table. You habitually prepare these lesser extracts from leftover ingredients. They cost nothing and you always have enough.  

Formula Book

As alchemical formulas are too complex and convoluted to memorize, you must copy them into a formula book, to consult when you prepare your extracts. Except for its contents, a formula book is identical to a wizard’s spellbook, and the same rules apply for copying and replacing.  

Preparing and Brewing Extracts

The Alchemist table shows how many spell slots you have, which represents your ability to brew extracts of 1st level and higher. To brew one of these extracts, you must expend a slot of the spell’s level or higher. For example, at 3rd-level, you can brew three 1st-level extracts and one 2nd-level extract. You regain all expended spell slots when you finish a long rest.   You can prepare all of your extracts during a long rest, but the wise alchemist leaves a few slots open to deal with the unexpected situations that often arise during an adventure. Extracts takes 10 minutes per extract level to prepare outside of a long rest.   Drinking an extract and gaining the effects of the spell within requires an action. If the spell normally requires a concentration check to maintain, you must make an equivalent check, which represents the inherent volatility of dangerous substances.  

Alchemical Ability

Intelligence is your spellcasting ability for your alchemist extracts, since you learn your formulas through dedicated study and experimentation. You use your Intelligence whenever a spell refers to your spellcasting ability.   In addition, you use your Intelligence modifier when setting the saving throw DC for any extract you brew and when making an attack roll with a bomb.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Ritual Brewing

You can brew an alchemist extract as a ritual if that spell has the ritual tag and the spell is in your formula book.  

Formulas Known of 1st Level and Up

At 1st level, your formula book contains four 1st-level alchemical formulas of your choice. Each time you gain an alchemist level, you can add one formula of your choice to your formula book. Each of these formulas must be of a level for which you have spell slots, as shown on the Alchemist table. On your adventures, you might find other formulas that you can add to your formula book.

Metamorph

Metamorph

While most alchemists resort to mutagens only when necessary, some enjoy (or need) the thrill of the transformation. These alchemists embrace the change and are eager to let the “other man” take over. They even supply their other half with as much power and endurance as possible. A Metamorph’s body takes on bizarre and otherworldly shapes, often grotesque, and with repeated consumption of the mutagen, some mutations become permanent.   Whether a Metamorph is a brave scientist experimenting with his own body in the pursuit of knowledge, or a mad fool hellbent on his and others’ destruction, one thing is clear: they are supremely dangerous.
Grenadier

Grenadier

Scorched eyebrows, soot-covered skin, and singed hair are the telltale signs of the Grenadier. These alchemists have elevated the making and throwing or bombs to an art form. The formulas for their explosives are more advanced than any others, to such a degree that they can “bend” their explosions, producing a wide array of magic-like manifestations, or increase the range and area of their cataclysmic effects.   Never mock a Grenadier, lest you find your city soon engulfed in flames.
Arcane Distiller

Arcane Distiller

Not all alchemists are quite as eager to ravage their bodies, or watch the world burn. Some, known as Arcane Distillers, devote themselves to perfecting the formulas used to craft their extracts and refining their potions until their effects are indistinguishable from spells. The exhaustive research and testing needed to achieve this refinement can yield further significant insights and potent discoveries for the alchemist.   To the uninitiated: be careful when accepting a drink from an Arcane Distiller. Their extracts can be ambrosial to friends and agonizing to foes.

Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4
Hit Dice: 1d12 per Barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points At Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
  Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simpIe weapon
  • An explorer's pack and four javelins
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 bonus to the damage roll 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 - 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 - 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.
Primal Path - 3rd Level
You choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement - 4th Level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack -5th Level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement - 5th Level
Your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct - 7th Level
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.
Brutal Critical - 9th Level
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage - 11th Level
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Brutal Critical - 13th Level
You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   This increases to three additional dice at 17th level.
Persistent Rage - 15th Level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Brutal Critical - 17th level
You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Indomitable Might - 18th Level
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
 
Primal Champion - 20th Level
You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Paths

Path of the Ancestral Guardian

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Path of the Battlerager

Path of the Battlerager

Known by many as the cracked hammer or the screaming idiot on the battlefield, they are warriors that care little for self-preservation and charge headlong into the most dangerous of foes regardless of the chances of success but when under disciplined leadership they make an effective force that fears nothing. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Path of the Beast

Path of the Beast

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.   Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.
Path of the Berserker

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Path of the Storm Herald

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.   Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Path of the Totem Warrior

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.   Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Path of Wild Magic

Path of Wild Magic

As folk of deep feeling, barbarians are especially susceptible to the wild influences of the world, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Path of the Zealot

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.   A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Statblocks for your familiars, mounts etc.

Camel

Mount

Common

Cost Speed HP DC Carrying Capacity
50 gp 50 ft 15 9 480 lb


Statblocks for race/species of the character.

Dragonborn

Ability Score Increase +2 Str, +1 Cha
Size Medium
Speed 30ft

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
  Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.   Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
  Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
  Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Dex. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Dex. save)
WhiteCold15 ft. cone (Dex. save)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Name Aganazzar’s Scorcher School Evocation
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a red dragon’s scale
Ritual No Concentration No
Description
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

 

Statblocks for your Trinkets, businesses, building, castles, empires.

Cabbage

Trade Good

Common

Cost: 2 cp
Weight: 1 lb


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