+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+6 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+6 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Cats Claws | +6 | STR | 1d4+4 | slashing | |
unarmed attack | |||||
Great Axe | +6 | STR | 1d12+4 | slashing | |
heavy, two handed | |||||
Javelin | +4 | DEX | 1d6+2 | piercing | |
thrown, ranged, 30/120 | |||||
Dagger | +6 | STR | 1d4+4 | piercing | |
Finesse, light, ranged, thrown, 20/60 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
Barbarian Level | Feature |
---|---|
3rd | Ancestral Protectors |
6th | Spirit Shield (2d6) |
10th | Consult the Spirits, Spirit Shield (3d6) |
14th | Vengeful Ancestors, Spirit Shield (4d6) |
d4 1d4 | Origin |
---|---|
1 | One of your parents is a lycanthrope, and you’ve inherited some of the curse. |
2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
Barbarian Level | Feature |
---|---|
3rd | Matter at Hand, Favor the Bold |
6th | Hearty Blow |
10th | Stroke of Inspiration |
14th | Tenacious Heart |
Barbarian Level | Feature |
---|---|
3rd | Devouring Rage, Sanguine Scent |
6th | Blood Hound |
10th | Blood of the Pack |
14th | Sanguine Clarity |
Barbarian Level | Feature |
---|---|
3rd | Storm Aura |
6th | Storm Soul |
10th | Shielding Storm |
14th | Raging Storm |
Barbarian Level | Feature |
---|---|
3rd | Lingering Magic, Wild Surge |
6th | Magic Reserves 1d4 |
10th | Arcane Rebuke |
14th | Chaotic Fury, Magic Reserves 1d6 |
d8 1d8 | Effect |
---|---|
1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. |
5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
Barbarian Level | Feature |
---|---|
3rd | Divine Fury, Warrior of the Gods |
6th | Fanatical Focus |
10th | Zealous Presence |
14th | Rage beyond Death |
You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.
Feature: Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. d10 Origin:
Often considered rude and uncouth among civilised folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | I'm driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing nature. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
Roll a d6 1d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honour. If I dishonour myself, I dishonour my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | Nature. The natural world is more important than all the constructs of civilisation. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
Roll a d6 1d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
Roll a d6 1d6 | Flaw |
---|---|
1 | I am too enamoured of ale, wine, and other intoxicants. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.