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Xandar Longbearer

Hobgoblin Race
Daborak(Soldier-In-Training) Origin
Beast Barbarian 8 Class & Level
Lawful Evil Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 15
+2
constitution 18
+4
intelligence 12
+1
wisdom 11
+0
charisma 10
+0
Total Hit Dice 8
Hit Die
1d12+4
+3 proficiency bonus
+3 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+6 Athletics
+0 Deception
+1 History
+0 Insight
+0 Intimidation
+1 Investigation
+3 Martial
+0 Medicine
+1 Nature
+0 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
94
Hit Points
+2
Initiative
30
Speed
Attacks
The Mad Man
Stat Array
HOBGOBLIN:
Saving Face – Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

SOLDIER-IN-TRAINING:
Halberd

BARBARIAN:
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

FIGHTER:
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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

Leddy.

Statblock Type

Verum Character Sheet

Link/Embed