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Steph le Saboteur
Level 6 (0/23000 XP for level-up)
Background Urchin
Size Medium
Species Centaur (Nightmare)
Barbarian
Level 6
Hit dice 6/6
1d12+3

STR 19
+4
STR save: +7
DEX 11
+0
DEX save: +0
CON 17
+3
CON save: +6
INT 10
+0
INT save: +0
WIS 13
+1
WIS save: +1
CHA 12
+1
CHA save: +1

Initiative (DEX)
+0
Speed
50 ft
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
13
Unarmored Defense
Hit Points
55 / 55
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Greataxe +7 STR 1d12+4 Slashing
  Properties: Two-Handed, Heavy
3 Handaxes +7 STR 1d6+4 Slashing
  Properties: Light, Thrown (20/60)
Unarmed +7 STR 1d6+4 Bludgeoning
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Unarmored Defense 13
Skills
P/E Bonus Skill Abi
+0 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0
Treasure and Equipment

Explorer's Pack


Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.



Proficiencies, Languages, and Talents
Simple and Martial weapons

Light and Medium armor and Shields


Speaks Infernal and Common


Weapon Mastery:


Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.


Cursed ring of mercantile. - vendors feel compelled to give the wearer a 5d10% discount,




Features & Traits

Rage:


Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.


Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.


Strength Advantage. You have Advantage on Strength checks and Strength saving throws.


No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.


Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:


Make an attack roll against an enemy.


Force an enemy to make a saving throw.


Take a Bonus Action to extend your Rage.


Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.



Feat:


Brutal Attacker You can wield a two-handed weapon in one hand, as long as your other hand is empty or wielding a one handed weapon. When you reduce a creature to 0 hit points, your next attack roll before the end of your next turn gains advantage.


Rage of the Wilds:


Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the follwing options of your choice.


Bear. When you activate your Rage, choose two damage types to have resistance until your rage ends from the following: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.


Anatomy:


Quadruped:


Due to your unique anatomy, you gain the following traits:


You count as one size larger when determining your carrying capacity and the weight you can push or drag.


Your equine anatomy makes you exceptionally clumsy at climbing. You have a climbing speed of 10 feet, which you must use whenever you attempt to climb. Other features that grant you a faster climbing speed may improve your original climbing speed.


Another creature of your Size or smaller can use an action to mount you. When a creature attempts to mount you, you can use a reaction to help them on your back, which allows it to mount you without having to use an action. A creature that attempts to mount you against your will must succeed an Athletics (Strength) check contesting against your Athletics (Strength) or Acrobatics (Dexterity) check (you choose which skill you use). A creature can dismount you by expending half of their speed. Alternatively, you can use an action to allow a creature of your Size or smaller to use its reaction to mount you. Carrying another creature on your back does not slow you down if it is your Size or smaller.


Hooves:


You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage instead of the bludgeoning damage normal for an unarmed strike. If you dash, you can attack with your hooves as a bonus action until the end of your turn.


Infernal Ride:


As a bonus action, you can get a flight speed equal to your movement speed until the end of your turn, and the next attack you make before the end of your turn deals an additional amount of fire damage equal to your proficiency bonus. You can use this bonus action an amount of times equal to your proficiency bonus before you have to finish a long rest to use it again.


Illumination:


You shed bright light in a 10-foot radius and dim light in an additional 10 feet. You can activate or deactivate your illumination at will during your turn.


Fire Resistance:


You are resistant to fire damage. If a creature that rides you takes fire damage, you can use a reaction to grant it fire resistance against the triggering damage.


Savage Attacker


You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.


Unarmored Defence is in Amour


Danger Sense


You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.


Reckless Attack


You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.


Primal Knowledge


You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.


In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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