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Brawn Tuskman

Loxodon (+2 CON, 1+ WIS) Race
Magi Conclave - Experiment Origin
Wild Magic Barbarian 5 Class & Level
Lawful Good Alignment
Yisui Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 14
+2
constitution 18
+4
intelligence 11
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 5
Hit Die
1d12+4
+3 proficiency bonus
+6 Strength
+2 Dexterity
+7 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+1 Insight
+0 Intimidation
+0 Investigation
+4 Martial
+1 Medicine
+0 Nature
+1 Perception
+3 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
16
Armor Class
66
Hit Points
+2
Initiative
40
Speed
WeaponAttackDamage
Steel Chair (Masterwork Maul)+62d6 + 4 Bludgeoning
Maul+62d6 + 3 Bludgeoning
Handaxe+61d6 + 3 Slashing
Javelin+61d6 + 3 Piercing
Attacks
Light Armor, Medium Armor, Shields
Simple Weapons
Martial Weapons

Athletics
Martial
Performance

Languages: Common, Loxodon
Proficiences
Amplify
Amplify - 1 Action - Self - 2 Psionic Charges - Focusing the power of the mind the caster wreaths its weapons in glowing psionic force. For the next minute, all of its melee attacks deal an additional 1d10 Psychic damage.


WILD SURGE (1d8)Description
1Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6Until your rage ends, you are surrounded by multi colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Spellcasting
3091.8 gp
1x Steel Chair (Masterwork Maul)
1x Maul
2x Handaxe
4x Javelins

Golden Chain of Free Action - Attuned
Golden Chain of Free Action - While you wear this chain, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.


Terrofic Toe Socks
Terrofic Toe Socks - A pair of knee-high rainbow-striped socks with individual toe sections. Once daily, the wearer can spend their bonus action to wiggle their toes, which grants them a 1d4 Inspiration die for 10 mintues.


Explorer's Pack:
1x backpack
1x bedroll
1x mess kit
1x tinderbox
10 torches
10 days of rations
1x waterskin
50 feet of hempen rope

1 Bottle of unidentified Booze
1x Shadow Fruit
Equipment
The Mad Man
Stat Array
Powerful Build
Powerful Build - You count as one size larger when determining your carrying capacity (450lb) and the weight you can push, drag, or lift. (900lb)


Natural Armour
Natural Armour. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Trunk
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score (75lb). You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.


Keen Smell
Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.


Loxodon Serenity
Loxodon Serenity - You have advantage against being charmed or frightened.


Gemstone Fused - Experiment
Gemstone Fused - Experiment - You gain 4 psionic charges, which refresh when you finish a long rest. You know Amplify . (Reference pg 196 of Strongholds and Followers)


Unarmored Defense
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.


Danger Sense
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.


Reckless Attack
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.


Rage
Rage - 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.


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


Fast Movement
Fast Movement - Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.


Magic Awareness
Magic Awareness - As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Wild Surge
Wild Surge - The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.


4th Level Feat: Tavern Brawler
Tavern Brawler

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Consititution score by 1, to a maximum of 20.

You are proficient with improvised weapons.

Your unarmed strike uses a d4 for damage.

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.


Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

TheLostPeon.

Statblock Type

Verum Character Sheet

Link/Embed