Le'than | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Le'than

Barbarian 5 Class & Level
Far Traveler Background
Warforged Juggernaut Race
Lawful Neutral Alignment

Strength 17
+3
Dexterity 14
+2
constitution 16
+3
intelligence 8
-1
wisdom 10
+0
charisma 8
-1
Total Hit Dice 5
Hit Die
1d12+3
+3 proficiency bonus
+6 Strength
+2 Dexterity
+6 Constitution
-1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
-1 Arcana
+6 Athletics
-1 Deception
-1 History
+3 Insight
+2 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+3 Perception
-1 Performance
-1 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
18
Armor Class
57
Hit Points
+2
Initiative
40
Speed
Unarmed 1d20+6 1d4+3
Rage 1d20+6 1d4+6
Storm 1d6 DC 14 Dex Save 10 ft.
HP 4d12+27
Attacks
Simple, martial, shields, common, atlantean, cooking utensils
Proficiences
Quirk: Thinks in directives and objectives. Always follows protocols.
Traits: Strong sense of propriety and honour, relating to directives and atlanteans
Expresses contempt and affection differently, rather coldly but intensely.
Personality Traits
I keep to my atlantean design and purpose, while trying to adapt to modern styles.
Ideals
This trinket is the last thing I have of my ancient home. We are the last remnants, but we shall find our home again, for better or worse.
Bonds
I am convinced of my people's superiortechnology, of which I am a prime example. These people can help, and I can help them, but I am Atlantean, and they are not.
Flaws
All eyes on you: Your accent, mannerisms, figures of speech, and per-haps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Anthropologist

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilisations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs.

Skill Proficiencies Insight, Religion
Languages Two of your choice
Equipment A leather-bound diary, a bottle of ink, an ink pen, a set of traveller's clothes, one trinket of special significance, and a pouch containing 10gp

Features

Feature: Cultural Chameleon:
Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.   d8 Cultural Chameleon

  1. Aarakocra
  2. Dwarf
  3. Elf
  4. Goblin
  5. Halfling
  6. Human
  7. Lizardfolk
  8. Orc
  Feature: Adept Linguist:
You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.

Suggested Characteristics

Anthropologists leave behind the societies into which they were born to discover what life ls like in other parts of the world. They seek to see how other races and civilisations survive – or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.

Traits

Roll a d6 1d6 Personality Trait
1
I prefer the company of those who aren't like me, including people of other races.
2
I'm a stickler when it comes to observing proper etiquette and local customs.
3
I would rather observe than meddle.
4
By living among violent people, I have become desensitised to violence.
5
I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
6
When I arrive at a new settlement for the first time, I must learn all its customs.

Ideal

Roll a d6 1d6 Ideal
1
Discovery. I want to be the first person to discover a lost culture. (Any)
2
Distance. One must not interfere with the affairs of another culture – even one in need of aid. (Lawful)
3
Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
4
Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)
5
Protection. I must do everything possible to save a society facing extinction. (Good)
6
Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)

Bond

Roll a d6 1d6 Bond
1
My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
2
Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
3
Years ago, tragedy struck the members of an isolated society I befriended, and I will honour them.
4
I want to learn more about a particular humanoid culture that fascinates me.
5
I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.
6
I have a trinket that I believe is the key to finding a long-lost society.

Flaw

Roll a d6 1d6 Flaw
1
Boats make me seasick.
2
I talk to myself, and I don't make friends easily.
3
I believe that I'm intellectually superior to people from other cultures and have much to teach them.
4
I've picked up some unpleasant habits living among races such as goblins, lizardfolk, or orcs.
5
I complain about everything.
6
I wear a tribal mask and never take it off.

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con Mod
Hit Points at Higher Levels: 1d12 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Class Features

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 o f 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.  

Primal Path

At 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

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.  

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.  

Brutal Critical

Beginning at 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

Starting at 11th level, your rage can keep you fighting despite grievous w ounds. 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.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total.  

Primal Champion

At 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.


Starting Equipment

• (a) a greataxe or (b) any martial melee weapon   • (a) two handaxes or (b) any simple weapon   • An explorer’s pack and four javelins


Subclass Options

Path of the Beserker

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration o f your rage you can make a single melee weapon attack as a bonus action on each o f your turns after this one. When your rage ends, you suffer one level of exhaustion.  

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet o f you. If the creature can see or hear you, it must succeed on a W isdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration o f this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.   If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.  

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.  

Path of the Lunatic

Shattered Soul

At 3rd level when you select this path, you gain resistance to psychic damage. Additionally, it is not entirely clear if you are actually carrying a weapon or not; those around you aren't entirely sure if your weapons are real, or if your hands are empty when you attack. While raging, you may have your weapon deal psychic damage instead of its normal damage type.  

Astral Impressions

Your insanity allows you to see the emotional imprints of people, creatures, and objects. At 6th level, while raging or by willingly becoming insane for 1 minute, you gain the ability to sense the emotions of creatures and emotionally charged objects or sites that you can see in the Material Realm or Border Ethereal plane. This emotional sense is usually limited to a word or short phrase: “rage,” “betrayal,” “grief for her child,” “joy,” and “relief at escaping” are common examples. For objects to be sensed, they must carry a strong emotional impression, such as from being wielded or held by a creature of intense and consistent emotion, such as a dragon’s greed embodied in a particularly prized object, a warlord’s flame of glory distilled into her sword or a monster’s xenophobia encapsulated in one of its magical protections.   You may use this ability to attempt to perceive emotional creatures or objects you cannot see on the Material Plane or in the Border Ethereal. As a bonus action while raging or as an action you may take while insane, you can search for emotions within 30 feet of you. You can’t detect constructs, emotionless creatures (such as mindless undead), or any creature with a Charisma of 3 or lower using this ability. While raging, you may add your proficiency bonus to damage rolls made against creatures and objects perceived in this way.  

Cursed Prophecy

While mists of madness swirl through your mind, they part the mists of temporal and planar boundaries, and you gain glimpses of the future, of far realms, and of the long distant past swirled together with your own memories and emotions. Starting at 10th level, at the end of your rage, you may cast the spell contact other plane. These visions are intelligible to you and you alone; however, when describing your visions to anyone else or when writing them down, you may only use words that have little or no relation to what you saw, and the sentences you use should be garbled and cryptic.   For example, if you learn about the location of an ancient magical item of great power, you might describe what you saw exclusively in anatomical terms: “a heart beating under the mountain’s skin, near the weeping eyes of the sky and sea!” – or in mythological analogy: “I saw Ares dive into the bloody mouth of Scylla’s seventh head, and smelt her heart into a needle of light while she vomited stone and flame.” You may not use this feature again until the end of a long rest.  

Insane Reality

At 14th level, your insanity becomes so intense that it blurs the line between the world of physical reality and dreams. Your strikes can now hit incorporeal beings and beings in the Border Ethereal that you can perceive. Also, you may speak and interact with these creatures as if you were on the same plane, though your physical form remains on the Material Plane. While insane, you may take actions to interact with these creatures, including movement.  

Path of the Storm Herald

Storm Aura

Starting 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 or sea. 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 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.   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 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.  

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.  

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.  
 


LevelProficiencyBonus FeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Juggernaut Warforged

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

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
 
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
    • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

Languages. Common


1d10Quirk
1You analyze (out loud) the potential threat posed by every creature you meet.
2You don’t understand emotions and often misread emotional cues.
3You are fiercely protective of anyone you consider a friend.
4You often say the things you are thinking aloud without realizing it.
5You try to apply wartime tactics and discipline to every situation.
6You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
7You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status.
8You are obsessed with your appearance, and constantly polish and buff your armor.
9You are deeply concerned with following proper procedures and protocols.
10War is the only thing that makes sense to you, and you’re always looking for a fight.

ModePrerequisiteEffect
Darkwood Core (unarmored)None11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite Plating (armor)Medium armor proficiency13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating (armor)Heavy armor proficiency16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

TechPriestTyler.

Statblock Type

Character Sheet (Legacy)

Link/Embed