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Yvonnalyn of Diane

6 Level (0/23000 XP for level-up) Soldier Background Centaur Race / Species / Heritage Neutral Alignment
Barbarian
Level 6
Hit Dice: 6/6
1d12+2 Class 1

STR
18
+4
DEX
13
+1
CON
14
+2
INT
12
+1
WIS
11
+0
CHA
8
-1
70
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
50
Speed (walk/run/fly)
13
Passive Perception
4 / 4
Rage
Spellcasting ...
+3 Attack mod
WIS Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+1 Dexterity
+5 Constitution
+1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+10 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +7 STR 2d6+4 bludgeoning
 Heavy, Two-Handed
Longbow +7 STR 1d8+4 piercing
 Ammunition, Heavy, Two-Handed, 150/600 ft range
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
Languages: Common, Sylvan, Giant



Proficiencies:


  • Armor: Light, medium, shields

  • Weapons: Simple, martial

  • Tools: Dice, land vehicles


Languages & Proficiencies
I enjoy being strong and like breaking things.

Personality Traits
When people follow orders blindly, they embrace a kind of tyranny.

Ideals
I'll never forget the crushing defeat my company suffered or the enemies who dealt it.

Bonds
My hatred of my enemies is blind and unreasoning.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e SRD SRD

Maul

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Bludgeoning Heavy, Two-Handed

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

The statblocks of your class features

Barbarian

LevelProf. BonusFeaturesRagesRage 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 Critical4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
hit dice: d12
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: All light, medium, shields
weapon proficiencies: All simple, martial
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You may pick either (a) or (b):

  • (a) a greataxe or (b) any martial melee weapon

  • (a) two handaxes or (b) any simple weapon

  • An explorer's pack and four javelins




Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.
spellcasting:
None
class features:

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 all 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


Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

Danger Sense


At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Survival Instincts


(replaces Danger Sense)
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency is doubled for any ability check you make that uses either of those skills.

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.

  • Path of the Giant


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. You can't increase an ability score above 20 using this feature.

Proficiency Versatility


Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

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.

Instinctive Pounce


(Replaces Fast Movement)
When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

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, 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 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 of 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.
subclass options:
Path of the Giant

Giant Power

3rd-Level Feature
When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the druidcraft or thaumaturgy cantrip (your choice). Wisdom is your spellcasting ability for this spell.  

Giant's Havoc

3rd-Level Feature
Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
  • Crushing Hurl. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.
 

Elemental Cleaver

6th-Level Feature
Your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.   When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.   While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.  

Mighty Impel

10th-Level Feature
Your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.   If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.  

Demiurgic Collussus

14th-Level Feature
The primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.   In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
 

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Centuar

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.
ability score increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
age: Centaurs mature and age at about the same rate as humans.
alignment: Centaurs are inclined toward neutrality.
Size: Medium
speed: Your base walking speed is 40 feet.
Languages: You can speak, read, and write Common and Sylvan.
race features:
Fey. Your creature type is fey, rather than humanoid.   Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.   Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.   Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
A centaur had the upper body of a humanoid, and the lower body of a large horse. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

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


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Proper_Man.

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