+6 | Strength |
+2 | Dexterity |
+6 | Constitution |
-1 | Intelligence |
+0 | Wisdom |
-1 | Charisma |
+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 |
Unarmed | 1d20+6 | 1d4+3 |
---|---|---|
Rage | 1d20+6 | 1d4+6 |
Storm | 1d6 | DC 14 Dex Save 10 ft. |
HP | 4d12+27 | |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
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
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.
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. |
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) |
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. |
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. |
• (a) a greataxe or (b) any martial melee weapon • (a) two handaxes or (b) any simple weapon • An explorer’s pack and four javelins
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common
1d10 | Quirk | |
---|---|---|
1 | You analyze (out loud) the potential threat posed by every creature you meet. | |
2 | You don’t understand emotions and often misread emotional cues. | |
3 | You are fiercely protective of anyone you consider a friend. | |
4 | You often say the things you are thinking aloud without realizing it. | |
5 | You try to apply wartime tactics and discipline to every situation. | |
6 | You don’t know how to filter your feelings and are prone to dramatic emotional outbursts. | |
7 | You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status. | |
8 | You are obsessed with your appearance, and constantly polish and buff your armor. | |
9 | You are deeply concerned with following proper procedures and protocols. | |
10 | War is the only thing that makes sense to you, and you’re always looking for a fight. | |
Mode | Prerequisite | Effect |
Darkwood Core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) |
Composite Plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. |
Heavy Plating (armor) | Heavy armor proficiency | 16 + 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.