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Djundor Ironhorn

Minotaur Race
Krazax/Greenskin Bane Origin
Barbarian 7 Class & Level
Lawful Neutral Alignment
Iass Deity
Faction
Iitanas Imperium
Iitanas Imperium Citizen's Badge, Attribute Cap increase (+2Dex/Int), Painters Supplies, +1 Tool of your choice+1AC/Dmg for each additional enemy above 1 in melee, up to +3/+3 for 4 enemies and above. Requires at least 1 one-handed melee weapon in one hand without a shield.
Faction
Member Rank/Position
2 (+2HP, +10gp/dayjob) Loyalty
Company

Strength 19
+4
Dexterity 19
+4
constitution 14
+2
intelligence 11
+0
wisdom 10
+0
charisma 10
+0
Total Hit Dice 7d12
Hit Die
1d12+2
+3 proficiency bonus
+9 Strength
+4 Dexterity
+5 Constitution
+4 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
+7 Athletics
+0 Deception
+0 History
+0 Insight
+3 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+3 Survival
skills

 
25
MV
2
Prestige
1
Attunement Slots
19
Armor Class
85
Hit Points
+4
Initiative
40
Speed
Attack NameAttackDamageTypeRangeSpecial Qualities
Rapier d20+7 d8+4 Pier.5ft, MeleeFinesse
Warhammer d20+7 d8+4 Blud.5ft, MeleeVers.
Longsword d20+7 d8+4 Sla.5ft, MeleeVers.
Halberd d20+7 d10+4 Sla.10ft, MeleeTH, Heavy
Attacks
All Proficiencies

  • Artisans Tools: Masons Tools, Brewers Tools

  • Musical Instruments: Drums

  • The Labyrinth: Gain advantage on survival checks to avoid getting lost and are immune to the Maze spell.

  • Astaroths Chosen: Automatically succeed on strength checks with a DC of 20 or below that are uncontested to break their chains or the chains of others. They have advantage on all other strength checks.

  • Menacing: Intimidation proficiency

  • Dueling Unto Death: Proficiency in strength saving throws and if they already have that add +2 to those rolls.

  • Armor: Light Armor, Medium Armor, Shields

  • Weapons: Simple and Martial Weapons

  • ACI: Dex and Int +2

     

  • Proficiences
    N/A
    Spellcasting
    Mundane Items and Otherwise

    Show spoiler

    Leg of the Obsidian Hope / Wondrous / Major-Rare / Crippling Attunement / The Soul of the Forge crafted his children with meticulous care, so that they may live lives of their own and accomplish feats while he pursued greater endeavors. Though this is the limb of a Failure, it has been upgraded with the hope to bring it to new horizons, to allow it to see magnificent vistas, and accomplish that which it could not in its unmeasured lifespan. Though it may have been a failure, this item is a testament that not all things are destined to remain as such.

    Upon attunement, the obsidian encapsulates the wearer’s leg and hardens the thigh and calf, attaching to the joints beneath the muscle. Unattuning from this item causes the leg to come loose and sever from the wearer, dealing 3d6 slashing damage. The wearer must have a leg for this to attune to; it cannot compensate for a lack of one without proper adjustment.

    The wearer of this item gains a +2 bonus to AC, resistance to fire damage, and their Dexterity score becomes 19 unless it is already higher. Additionally, the wearer can ignore the first 70 feet when calculating fall damage. When the wearer hits with an unarmed strike, they can make a shove to push a creature 5 feet as part of the attack.

    Additionally, the wearer gains the following benefits:

    Greater Leaping. The wearer’s jump distance is tripled, and their movement speed is increased by their Dexterity score only for the purposes of calculating how far they can jump. Additionally, the wearer need only move 5 feet for a running start.

    Kinetic Force. The wearer reduces all lightning damage taken by 5, and when the wearer suffers lightning damage, the next melee weapon attack the creature makes before the end of their next turn deals an additional 1d6 damage and shoves the target 10 feet back.

    Unrivalled Power. The wearer’s melee attacks made with two-handed weapons deal one extra die of its damage on a hit for the first round of combat.


    The wearer also gains access to the following ability:

    Interceptor. When an ally the wearer can see within 30 feet of them is targeted by an attack or spell, the wearer can use their reaction to move up to their movement speed towards the target if they are aware of it occurring. If they would be directly between the attacker and the target at the end of this movement, they become the target of the attack or effect instead. The wearer can use this ability three times, with all uses refreshing on a long rest.

    Imperial Robes - These robes are a near weightless light armor, granting 13 AC + Dex for armor class. However, this item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium. If the robes are attempted to be worn by anyone else, the robes immolate themselves and they are destroyed.

    Crystallized Storm
    Red Hexcraft Gem
    Night Feather
    Fine Elven Wine
    Boots Of The Sanctimonious Shuffle
    1 Potion of Greater Healing
    1 Potion of Healing
    Masons Tools

    Equipment
    Faction
    Iitanas Imperium
    Iitanas Imperium Citizen's Badge, Attribute Cap increase (+2Dex/Int), Painters Supplies, +1 Tool of your choice+1AC/Dmg for each additional enemy above 1 in melee, up to +3/+3 for 4 enemies and above. Requires at least 1 one-handed melee weapon in one hand without a shield.

    Faction
    Specialist 17-12-12-11-10-10
    Stat Array
    Barbarian abilities and other things

    Show spoiler

    Tough: 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: Advantage on Strength checks and Strength saving throws. When making a melee weapon attack may add +2 to damage roll. Gain resistance to slashing,piercing,and bludgeoning. Has three and must long rest to restore them.

    Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

    Reckless Attack: 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: 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.

    Ancestral Protectors: Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

    Extra Attack: May attack twice

    Spirit Shield: Beginning at 6th level, if you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

    Fast Movement: While you are not wearing heavy armor your movement is increased by 10.

    Feral Instinct: 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.

    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

    Kokonoa.

    Statblock Type

    Verum Character Sheet

    Link/Embed