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Xhadda Copperhoof

Satyr Race
Badlands, Ruin Explorer Origin
Storm Herald Barbarian 7 Class & Level
Chaotic Neutral Alignment
N/A Deity
Faction
Co-Leader Rank/Position
Loyalty
The Sleeping Dawn Company

Strength 12
+1
Dexterity 14
+2
constitution 14
+2
intelligence 11
+0
wisdom 15
+2
charisma 17
+3
Total Hit Dice 6
Hit Die
1d12+2
+3 proficiency bonus
+6 Strength
+4 Dexterity
+7 Constitution
+3 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+0 Arcana
+1 Athletics
+3 Deception
+0 History
+2 Insight
+006 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+0 Nature
+2 Perception
+006 Performance
+006 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+005 Survival
skills

 
0
MV
3
Prestige
3
Attunement Slots
18
Armor Class
108
Hit Points
+2
Initiative
45
Speed
Attacks
Hit Points
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

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, [Intimidation], Nature, Perception, and [Survival]

--

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Satyrs mature and age at about the same rate as humans.
Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.

Speed. Your base walking speed is 35 feet.

Fey. Your creature type is fey, rather than humanoid.
Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice. [Flute Prof]

Languages. You can speak, read, and write Common and Sylvan.

--


Proficiences
Whip
x2 Hand-Axes
Explorer's pack
x4 Javelins

--
Dual Charisma Rapiers +2 [https://cdn.discord com/attachments/835987428396498984/953635397383127040/942a895e6a5773e467dbc2df6c5fc643.png]

If I slash someone with the rapier, roll a d6, if it's a 6 they have to make a Charisma Save (DC 14) or be charmed.


  • True Fey Ancestry - I can no longer be charmed + No longer have to sleep

    Red Queen's Blessing - Can expend the Queen's blessing when you attack to deal true fire damage equal to double your level.

    Alternatively, if all players still have their blessing. All charges can be expended to deal the damage on a single target.
    Equipment
    12,13,13,11,15,14
    Stat Array
    Origin - When killing an enemy you heal HP equal to con mod

    --

    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.

    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.

    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.

    Ability Score Improvement
    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.

    ASI: +1 CON, +1 CHA

    Dual Wielder Feat - You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

  • Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement
    Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

    Feral Instinct
    By 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.

    Instinctive Pounce (Optional)
    At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.



  • Storm Aura
    When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

    Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

    If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    Desert. When this effect is activated, all other creatures in your aura take fire damage equal to prof.

    Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes prof+1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

    Tundra. When this effect is activated, each creature of your choice in your aura gains hit points equal to prof.

    Storm Soul
    At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

    Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

    Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

    Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

    --

    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

    OmegaSlant.

    Statblock Type

    Verum Character Sheet

    Link/Embed