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Stoyen

2 Level (300/900 XP for level-up) Traveling Mercenary Background Orc Race / Species / Heritage Chaotic Neutral Alignment
Barbarian
Level 2
Hit Dice: 2/2
1d12+3 Class 1

STR
16
+3
DEX
12
+1
CON
17
+3
INT
10
+0
WIS
14
+2
CHA
8
-1
25
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-1 Deception CHA
+0 History INT
+2 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
War scythe +5 STR 1d10+1d4+3 slashing
 Heavy, reach, two-handed
Handaxe +5 STR 1d6+1d4+3 slashing
 Light, thrown (20/60)
Javelin +5 STR 1d6+1d4+3 piercing
 Thrown (30/120)
Unarmed +5 STR 1d4+3
Attacks
Large Build. Your Strength and Constitution scores can each be increased to a maximum of 22 without assistance from magic items. Being Large also comes with some inherent advantages and disadvantages, which will become clear in play.

Fearsome Reputation. You have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Deception) and Charisma (Persuasion) checks made towards Medium or smaller creatures.

Darkvision. Accustomed to the twilight shade of the forest floor, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Orcish Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Monster Handler. You have proficiency with the Animal Handling skill, and you can double your proficiency bonus on Wisdom
(Animal Handling) checks made when interacting with monstrosities.


Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. 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 or taken damage since then. You can also end your rage on your turn 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 in 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.

Features & Traits
Wearing: traveler's clothes


Weapons: war scythe, handaxes (2), javelins (4)


Bag: bedroll, mess kit, tinderbox, torches (10), rations (1), waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Languages: Orcish, Lansic, Satch


Tools:


Weapons: simple weapons, martial weapons


Armor: light armor, medium armor, shields

Languages & Proficiencies
The Hellian Imperials slaughtered my clan in their expansionist crusade. They shall pay.

Bonds


™ & © 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

The statblocks of your class features

Player's Handbook p46, DnD Beyond

Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense, Survival Instincts (optional) 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement, Instinctive Pounce (optional) 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct, Instinctive Pounce (optional) 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
hit dice: 1d12 per level
hit points at 1st level: 12 + Constitution modifier
hit points at higher levels: 1d12 + Constitution modifier per level
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins
spellcasting:
None

class features:
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. 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 or taken damage since then. You can also end your rage on your turn 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 in 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.

Survival Instincts (optional)
Replaces Danger Sense.
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.
Your proficiency bonus 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. Paths are detailed under Subclasses. Your choice grants you features at 3rd level and again at 6th, 10th and 14th levels.

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)
Starting at 7th level, you can move up to half your speed as part of the bonus action you take to enter your rage.

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 wounds. 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 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 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:
WiP: Path of the Ancestral Guardian, Path of the Battlerager, Path of the Beast, Path of the Berserker, Path of the Storm Herald, Path of the Totem Warrior, Path of Wild Magic, Path of the Zealot

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Homebrew

Orc

Orcs are a nomadic people hailing from the rocky highlands and dense forests of southern Eastridge, with populations stretching into the mountainous northeastern Roomany and the various archipelagos dotting the Sea of Mists. Orcish society largely centers around the herding of large beasts and monstrosities native to their pastoral grounds, and it is considered imperative for orcish children to be raised with the knowledge of how to respect and handle these creatures. Due to a lack of sexual dimorphism, there isn't any major conception of gender within Orcish society, and outsiders generally cannot differentiate between male and female.
ability score increase: Your Constitution and Wisdom scores each increase by 2, and your Strength score increases by 1
age: Orcs reach adulthood at around the age of 15, and generally live well into their 60s.
alignment: Orcs tend towards neutral alignments.
Size: Large
speed: Your walking speed is 35 ft.
Languages: You can speak Orcish and one other language of your choice
race features:

Large Build. Your Strength and Constitution scores can each be increased to a maximum of 22 without assistance from magic items. Being Large also comes with some inherent advantages and disadvantages, which will become clear in play.

Darkvision. Accustomed to the twilight shade of the forest floor, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Monster Handler. You have proficiency with the Animal Handling skill, and you can double your proficiency bonus on Wisdom (Animal Handling) checks made when interacting with monstrosities.

Fearsome Reputation. You have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Deception) and Charisma (Persuasion) checks made towards Medium or smaller creatures.

Orcish Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Orcs are large humanoids, standing anywhere from 10 to 13 feet tall, and weighing around 550 to 800 pounds. They tend to have a lean, muscular build with square facial features and proportionally short fingers. Orcish skin is rough in texture, hairless, and ranges in color from ashen grey to dark brown. They have prominent tusks growing from their lower jaw, which is usually adorned with jewelry or other decorative accessories. The exact nature of these accessories can vary largely from tribe to tribe. Larger tusks, and therefore more space for decor, is usually garnered with more respect and status within tribes. Seeing as infants are born with a full set of teeth (other than their tusks, which usually start developing by their fifth summer), orcs lack mammary glands.

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norselyqueer.

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