+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+8 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+0 | Intelligence | |
-1 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+8 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+4 | Intimidation | CHA | |
+0 | Investigation | INT |
-1 | Medicine | WIS | |
+0 | Nature | INT | |
-1 | Perception | WIS | |
+1 | Performance | CHA | |
+4 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Farmer's Scythe | +8 | STR | 1d10+5 | Slashing | |
Heavy, Reach, Two-Handed | |||||
Glaive | +9 | STR | 1d10+1+5 | Slashing | |
Heavy, Reach, Two-Handed | |||||
Spear | +8 | STR | 1d6+5 | piercing | |
Thrown (20/60), Versatile 1d8+5 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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 |
Barbarian Level | Feature |
---|---|
3rd | Ancestral Protectors |
6th | Spirit Shield (2d6) |
10th | Consult the Spirits, Spirit Shield (3d6) |
14th | Vengeful Ancestors, Spirit Shield (4d6) |
d4 1d4 | Origin |
---|---|
1 | One of your parents is a lycanthrope, and you’ve inherited some of the curse. |
2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
Barbarian Level | Feature |
---|---|
3rd | Matter at Hand, Favor the Bold |
6th | Hearty Blow |
10th | Stroke of Inspiration |
14th | Tenacious Heart |
Barbarian Level | Feature |
---|---|
3rd | Devouring Rage, Sanguine Scent |
6th | Blood Hound |
10th | Blood of the Pack |
14th | Sanguine Clarity |
Barbarian Level | Feature |
---|---|
3rd | Storm Aura |
6th | Storm Soul |
10th | Shielding Storm |
14th | Raging Storm |
Barbarian Level | Feature |
---|---|
3rd | Lingering Magic, Wild Surge |
6th | Magic Reserves 1d4 |
10th | Arcane Rebuke |
14th | Chaotic Fury, Magic Reserves 1d6 |
d8 1d8 | Effect |
---|---|
1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. |
5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
Barbarian Level | Feature |
---|---|
3rd | Divine Fury, Warrior of the Gods |
6th | Fanatical Focus |
10th | Zealous Presence |
14th | Rage beyond Death |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
PHB, Fizban's Treasury of Dragons, Homebrew, MotM
Dragonborn are quite rare in Cisum, and doubly so among the island nations of the Acapellago. There are a few scattered dragonborn enclaves in the remote reaches of the continents. Few go there, so little is known of dragonborn culture beyond what travelers share with the world. Cisum dragonborn are often devoutly loyal to their family clan, putting even a dwarf to shame. Dragonborn tend to be mostly self-sufficient and indepenedent. When one deigns to join you on your adventure, count yourself lucky.
If playing using achievements and milestones, selecting this race at character creation grants the player the achievement "Becoming the Dragon."
Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as an action, you chan channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this train, you can't do so again until you finish a long rest.
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Green | Poison |
Red | Fire |
White | Cold |
Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
Gem Flight. Starting at 5th level, you can use your bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Dragon | Damage Type |
---|---|
Amethyst | Force |
Crystal | Radiant |
Emerald | Psychic |
Sapphire | Thunder |
Topaz | Necrotic |
Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon. Starting at 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.
Dragon | Damage Type |
---|---|
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Silver | Cold |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.