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Crispinus Dee Pranav

DEMON Race
Wera'Akiri Origin
Barabrian 3 Class & Level
Chaotic Evil Alignment
N/A Deity
N/A Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 14
+2
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 12
+1
charisma 8
-1
Total Hit Dice 1d12+2
Hit Die
1d10+2
+2 proficiency bonus
+4 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+3 Arcana
+4 Athletics
-1 Deception
+1 History
+1 Insight
+1 Intimidation
+3 Investigation
+0 Martial
+1 Medicine
+1 Nature
+3 Perception
-1 Performance
-1 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
14
Armor Class
40
Hit Points
+2
Initiative
30
Speed
Poison SprayCON SAVE 1d12 Poison
Scythe 1d20+4 1d10+2 Slashing
Hand-Axe 1d20+4 1d6+2 Slashing
Javelin 1d20+4 1d6+2 Piercing
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: N/A
Saving Throws: Strength, Constitution
Skills: Athletics, Arcana, Intimidation, Investigation, Perception
Languages: Common, Aquan, Bestial, Draconic, Swampish
Damage Resistances: Fire Necrotic
Damage Immunities: Poison
Condition Immunities: Poisoned
Damage Vulnerabilities; Radiant
Proficiences
Yuan-Ti Spells[Spellcasting DC=9]
Cantrips|
Poison Spray
Animal Friendship(Snakes Only)
Spellcasting
Armor/Clothes|
Common Clothes
Weapons|
Scythe
x2 Hand-Axes
x4 Javelins
Equipment|
Backpack
Bedroll
Chest
Crowbar
Flask of Holy Water
Flask of Oil
Set of Manacles(Shackles)
Mess Kit
Steel Mirror
x2 Tinderbox
x13 Torches
x10 Days of Rations
Waterskin
x3 Wooden Steaks
x50 Feet of Hempen Rope
+Bone Soldier Helmet
Role-Play Items|
Holy Symbol(Kohatu)
Painting of The Blacksmith
Equipment
N/A
Faction
Custom
Stat Array
Darkvision: 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.

Charm Resistance: You have advantage on saving throws against being charmed.

Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Fighting Specialty: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 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.[+2]
-You have resistance to bludgeoning, piercing, and slashing damage.
=While raging you cannot cast spells or concentrate on spells.
=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(3), you must finish a long rest before you can rage again.

Danger Sense: 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: 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.

Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
You can’t wield a shield with a secondary arm**

Cannibal Compulsion: Whenever the accursed creature sees a creature of its own type within 30 feet take necrotic damage or a critical hit with a piercing or slashing weapon, it must succeed on a Charisma saving throw or begin plotting to eat that creature’s flesh, but the end result of the accursed creature’s plotting is always a cannibalistic feast.

Ancestral Protectors: Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
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

Metlgraymon.

Statblock Type

Verum Character Sheet

Link/Embed