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Kel'rek

Thri-Kreen (Swift Strider) Race
+1 Str, +10 Max HP, 2 Skills Origin
Barbarian (Path of the Beast) 4 Class & Level
Chaotic Neutral Alignment
- Deity
- Faction
- Rank/Position
0 Loyalty
- Company

Strength 20
+5
Dexterity 14
+2
constitution 18
+4
intelligence 11
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 4
Hit Die
1d12+4
+2 proficiency bonus
+7 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+0 Deception
+0 History
+1 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+1 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+5 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
15
Armor Class
61
Hit Points
+2
Initiative
40 ft.
Speed
Warhammer 1d20+7 1d8+5 bludgeoning (+2 if rage)
Warhammer (2h) 1d20+7 1d10+5 bludgeoning (+2 if rage)
Light Crossbow 1d20+4 1d6+2 piercing
Enhanced Gythka 1d20+8 1d8+6 slashing (+2 if rage)
Chatkcha 1d20+7 1d6+5 slashing (+2 if rage & melee)
Javelin 1d20+7 1d6+5 piercing (+2 if rage & melee)
Bite (Rage) 1d20+7 1d8+7 piercing
Claws (Rage) 1d20+7 1d6+7 slashing
Tail (Rage) 1d20+7 1d8+7 piercing
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Gythka, Chatkcha
Tools: -
Skills: Athletics, Martial, Perception, Stealth, Survival
Languages: Common (Cannot Speak), Thri-Kreen
Proficiences
Weapons:
Warhammer
Type: Martial weapon, melee weapon
Damage: 1d8 bludgeoning (1d10)
Properties: Versatile
Weight: 2 lbs

 


+1 Enhanced Gythka
Type: Exotic weapon, melee weapon
Damage: 1d8 slashing
Properties: Reach, Heavy, Two-handed
Weight: 6 lbs
Conversion (Bonus Action):
Once per long rest, the user may activate the Enhanced Gythka to deal radiant damage instead of its' normal damage type. This effect lasts for one turn.

Step of Wind (Bonus Action):
Once per long rest, the user may activate the Enhanced Gythka to teleport up to 30 feet to an unoccupied space that you can see.

 


Javelin
Type: Simple weapon, ranged weapon
Damage: 1d6 piercing - thrown (30/120 ft.)
Properties: Thrown
Weight: 2 lbs (x4)

 


Chatkcha
Type: Exotic weapon, ranged weapon
Damage: 1d6 slashing - thrown (30/120 ft.)
Properties: Light, Finesse, Thrown
Weight: 1 lb

 


Light Crossbow
Type: Simple weapon, ranged weapon
Damage: 1d8 piercing - ammunition (80/320 ft.)
Properties: Ammunition, Loading, Two-handed
Weight: 5 lb

 


  • Warhammer
  • Two handaxes
  • +1 Enhanced Gythka
  • Chatkcha
  • Light Crossbow
  • Armband of Speak with Animals (Allows to talk freely with friendly beasts, 350k)
  • Necklace (+1 to any stat: Constitution, non-attunement)
  • An explorer's pack
  • A diplomat's pack
  • Four javelins
  • Three nets
  • Shield (1 DR to physical damage)
  • 20,000 rupies
  • Camo clothes (+1 to stealth check)
  • Miner's pick
  • 30 pieces of chalk
  • 60 pitons
  • 7 oil flasks
  • Block and tackle
  • 600 feet of hempen rope
  • Shovel
  • Crowbar
  • Fishing tackle
  • Basic Healing Potion
  • Badlands Tribal Armor
  • (Daborakian) Kite Shield
  • Raincatcher
  • World Map
  • Woodcarver's Tools
  • 1x Antitoxin
  • Equipment
    -
    Faction
    The Mad Man
    Stat Array
    Origin Bonuses
    +1 to Strength
    +10 Max HP
    2 Skill Proficiencies (Stealth, Survival)

     


    Feats & ASIs
    Lvl 1: Resilient (Wisdom)
    Choose one ability score. You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

  • Lvl 4: Apex Hunter
    Your prowess with the Gythka and Chatkcha is unmatched, the true weapons of your people at home in your hands. You gain the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • When you take the Attack action and attack with a gythka or chatkcha, you can use a bonus action to make another melee attack with that weapon.
  • You have advantage on attack rolls when your target is running away from you.
  • +1 Str, +1 Con

  •  


    Racial Bonuses
    Ability Score Increase:
  • +2 to Strength, +1 to Constitution

  • Age:
  • Thri-Kreen mature quickly leading to a short average lifespan of thirty years.

  • Alignment:
  • Because of the chaotic and savage nature of Thri-Kreen society, they tend towards chaotic alignments.

  • Darkvision:
  • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Size:
  • Thri-Kreen are between 6 and 7 feet tall and weigh between 100 to 180 pounds. Your size is Medium.

  • Speed:
  • Your base walking speed is 30 feet.

  • Exotic Weaponry:
  • You have proficiency with the Gythka and Chatkcha.

  • Four-Armed Combatant:
  • You have two pairs of arms, one much stronger than the other, that you may use simultaneously in combat. Your small arms cannot bear the weight of heavy weapons, shields, or two-handed ranged weapons.

  • Sleepless:
  • Thri-Kreen do not require sleep. When you take a long rest, you may spend the same 8 hours tending to wounds or partaking in light activities such as keeping watch.

  • Languages:
  • You can speak, read, and write Thri-Kreen. You can understand, read, and write Common and you may choose to learn how to speak it or communicate to other intelligent creatures through the use of drawings and charades.

  • Swift Strider Subrace:

    Long Strides:
  • Your walking speed increases to 40 feet.

  • Powerful Leap:
  • Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.

  •  


    Class Features
    Barbarian Skills:
    Athletics, Martial

    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.

    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:
    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:
    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:
    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 Beast:
    Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

    Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

    Form of the Beast:
    3rd-level Path of the Beast feature

    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.

  • Primal Knowledge:
    3rd-level barbarian optional feature

    When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. (Perception)

     










    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

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

    Link/Embed