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Ddonger

17 Level (0lp0up/265000 XP for level-up) Outlander Background Ddragonborn Race / Species / Heritage n/c Alignment
Barbarian
Level 3
Hit Dice: 3/3
1d12+5 Class 1
Fighter
Level 14
Hit Dice: 14/14
1d10+5 Class 2

STR
18
+4
DEX
16
+3
CON
20
+5
INT
6
-2
WIS
10
+0
CHA
10
+0
231
Hit Points
+8
Initiative (DEX)
18
Armor Class (AC)
+6
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
3 / 3
Rage
1 / 1
Second Wind
2 / 2
Indom
1 / 1
Action Surge
+12 Expertise Bonus
+6 Proficiency Bonus
+10 Strength
+3 Dexterity
+11 Constitution
-2 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+9 Acrobatics DEX
+0 Animal Handling WIS
-2 Arcana INT
+10 Athletics STR
+0 Deception CHA
-2 History INT
+0 Insight WIS
+0 Intimidation CHA
-2 Investigation INT
skills
+0 Medicine WIS
-2 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Quirk:
Glide
You can slow your fall or glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. (GGR, page 20). This movement cannot exceed your normal movement for a turn, if it would you can keep moving on your next turn.

Advantages:
Regeneration
Cost: 3 PP, 2 Attunement slots.

You regain an amount of hit points equal to your maximum hit points divided by 10 (rounded down) at the start of each of your turns. Pick two elements between: Acid, Cold, Fire, Lightning, Poison, Necrotic, Radiant, Psychic or Thunder. If you take at least 1 damage from those elements, this trait doesn't function at the start of your next turn.
You die only if you start your turn with 3 failed death saving throws, 0 hit points and don't regenerate. (Acid, Thunder)(23hp)

Melee (1 PP): You can use a special feature in your body to attack, when you hit with them you deal damage based on this ability instead of normal unarmed strikes. Pick between Strength, Dexterity and Constitution. you gain the following:
Melee natural attack: You can substitute one or more attacks when you take the attack action with your melee natural weapon attacks. Your natural weapon attacks equals to the ability modifier picked + your proficiency bonus and you deal 1d8 + your the ability modifier you picked when you hit with them. You can use the smite and sneak attack class abilities with this attacks(Con)

Inhumanoid But Cool
Cost: 1 PP, non-humanoid race.

You gain all the advantages of being a humanoid but none of the disadvantages. You can decide if effects that target only humanoids affect you or not.

Legendary Resistance
Cost: 1 PP

If the you fail a saving throw, you can choose to succeed instead. You must finish a short or long rest before you can use this feature again.

Extra damage (1 PP): Your natural weapon damage increases its dice damage by one step (for example, if it did xd6 damage, now deals xd8). You can pick this ability several times, however the damage cannot go over d12 dice.

Disadvantages:
Undead Constitution
Reward: +3 PP

You gain resistance to all healing spells and potions.

Tough
PHB
p170
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Rage
PHB p46
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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense
PHB p46
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.

Danger Sense
PHB p46
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.

Reckless Attack
PHB p46
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.

Primal Path
PHB p46
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Path of the Totem Warrior
PHB p50
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker
PHB p50
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit
PHB p50
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Blind Fighting
TCE p41
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Second Wind
PHB p72
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
PHB p72
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Battle Master
PHB p73
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Student of War
PHB p73
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Combat Superiority
PHB p73
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers:
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Extra Attack
PHB p72
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class

Martial Archetype feature
PHB p72
At 7th level, you gain a feature granted by your Martial Archetype.

Additional Maneuvers
PHB p73
At 7th level, you learn two additional maneuvers of your choice.

Additional Superiority Die
PHB p73
You gain another superiority die at 7th level.

Know Your Enemy
PHB p73
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)

Indomitable
PHB p72
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetype feature
PHB p72
At 10th level, you gain a feature granted by your Martial Archetype.

Additional Maneuvers
PHB p73
At 10th level, you learn two additional maneuvers of your choice.

Improved Combat Superiority (d10)
PHB p73
At 10th level, your superiority dice turn into d10s.

Extra Attack (2)
PHB p72
At 11th level, you can attack three times whenever you take the Attack action on your turn.

Indomitable (two uses)
PHB p72
At 13th level, you can use Indomitable twice between long rests.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Specialty
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

Alert
PHB
p165
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Im Rubber
whenever an enemy misses you with a melee attack, as a reaction you can deal twice your proficiency bonus as weapon damage to them.

Features & Traits
Bag of Holding
+2 Wraps of Unarmed Prowess
Insignia of Claws
Eldritch Claw Tattoo
Explorers Pack
Amulet of the Drunkard
Boots of the Vigilant
Cloak of the Manta Ray
Goggles of Night
Immovable Rod
10x Potion of Psychic resitance
Lengendary Glue
Helm of Comprehend Languages
Cape of the Mountebank
Periapt of Proof Against Poison
Portable Hole
Boots of Elvenkind
Clockwork Amulet (x1)
Driftglobe
Medal of the Maze (x5)
Medal of the Meat Pie (x5)
Ring of Swimming
Ring of Water Walking
Lv.3 Ancient Symbiont
10x Scrolls of Identify
bag of beans

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25177, Platinum: 0 Money
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: Cook's Utensils
Saving Throws: Strength, Constitution
Skills: Athletics, Survival, Acrobatics, and Perception
Languages: Common, Draconic, and Elven

Languages & Proficiencies
+7 pp

Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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