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Kaber Khan

10 Level (0/85000 XP for level-up) Haunted One Background Symic hybrid - grappling appendages, glider flaps Race / Species / Heritage Neautral good Alignment
Barbarian - Path of the Beast
Level 7
Hit Dice: 7/7
1d12+5 Class 1
Fighter - Rune Knight
Level 3
Hit Dice: 3/3
1d10+5 Class 2

STR
18
+4
DEX
16
+3
CON
20
+5
INT
8
-1
WIS
12
+1
CHA
10
+0
145
Hit Points
+8
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
40/40/40
Speed (walk/run/fly)
15
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+8 Strength
+3 Dexterity
+9 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great Axe +11 STR 1d12+4 Slashing
 Heavy, Two-Handed, 1d6 necrotic,
Hatchet +8 DEX 1d6+3 Slashing
 Light, Range, Thrown, 20/60
Attacks
Age. Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.
Alignment. Simic Hybrid's alignments vary from group to group.
Size. Simic Hybrids are the same size of they race that they were created from. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Animal Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your Strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.


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.

Great Weapon Master
Source: Player's Handbook

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Alert
Source: Player's Handbook

Always on the lookout for danger, you gain the following benefits:

You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Grappler
Source: Player's Handbook

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Features & Traits
Monster hunters pack: Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

Bloodaxe
Source: Explorer's Guide to Wildemount

Weapon (greataxe), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.

This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.

Eldritch Claw Tattoo
Source: Tasha's Cauldron of Everything

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 300, Platinum: 0 Money
You can read and write Common, Elvish, Quori, Celestial, Undercomon, Draconic.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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