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Famish (Jackariah Enclair)

8 Level (0/48000 XP for level-up) Selvanis (The Brood) Background Variant Changeling Race / Species / Heritage Neutral Evil (Chaotic good?) Alignment
Giant Barbarian
Level 8
Hit Dice: 8/8
1d12+5 Class 1

STR
20
+5
DEX
15
+2
CON
20
+5
INT
10
+0
WIS
10
+0
CHA
11
+0
101
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+8 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+0 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Butcher's Cleaver +8 STR 1d12+5 slashing
Attacks
Changeling Vairant
  • Sacrificed Racial feature: Changling Instincts
  • Gained Feat: Thrown Weapon Master


  • =========================================================================================================================================================
    Selvanis
    Skill Prof – Religion
    You gain +1 Charisma

    The Brood
    You gain a mutant feat and can choose an evolution at level 1, you can pick one of the following benefits;

    Resistance to all non-magical slashing, bludgeoning & piercing damage.
    You gain natural armor but are unable to wear any other armor. The calculation is 16+DEX mod. [I want this one]
    Your unarmed attacks can apply the poison condition for 1 round if they hit a target.
    ========================================================================================================================================================
    Mutant (Prerequisite: You cannot already have evolutions)
    Gain monster variant evolution choices, the evolution can be chosen at any time and not just when taking the feat.

    You gain the following benefits:

    Your metabolism has adapted to your mutations, allowing you to process substances and toxins others cannot. You have advantage on saving throws against ingested poisons and diseases.

    Your unarmed attacks are imbued with corrosive energy, dealing acid damage instead of their original damage type.

    Your mutations have sharpened your senses and instincts. You gain proficiency in the Perception skill. Additionally, you have advantage on Wisdom (Perception) checks that rely on smell or hearing.

    Your mutated physiology has become more complex, leading to a unique interaction with healing magic. Whenever you receive healing from a spell or ability, the amount of hit points restored is halved. However, simultaneously, a portion of the healing energy is stored within you as unstable energy. As a bonus action on your turn, you can release this stored energy, expending hit points equal to the amount of healing stored. The released energy takes the form of a blast or aura that deals radiant damage to all creatures of your choice within a 10-foot radius, with a saving throw allowed to halve the damage. The damage dealt is equal to the amount of healing stored. Once the stored healing is released or after a long rest, this feature can be used again.
    ============================================================================================================================================================

    Chosen Feat:

    Level 4: Sharpshooter
    You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

    Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
    Your ranged weapon attacks ignore half cover and three-quarters cover.
    Before you make an attack with a ranged 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.

    Ferra Rework [ All the benefits of the regular Sharpshooter feat may also be applied to weapons with the Thrown property as well.]
    ==========================================================================================================================


    Fighting Style: Thrown Weapon

    6th Level Feature: Thrown Weapon Master Asi Choice: Dex + 1

    Total Range: 60/140ft
    =====================================================================================================================================================================
    Scofflaw Fighter Features:

    Scofflaw HWCS p41

    A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.

    Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there's no such thing as a bad win.
    Bonus Proficiency

    When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Sleight of Hand, or Stealth. Alternatively, you may learn Thieves' Cant.
    Intimidating Banter

    Chosen Proficiency: Stealth

    At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
    Brutal Brawler

    At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.

    Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.

    At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon's base damage dice.

    At 18th level, you have advantage on attacks you make with improvised weapons.

    Misdirection HWCS p41

    At 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.

    In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you.

    Blindside HWCS p41

    At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra 5d6 points of damage. Once you use this ability, you can't use it again until you have taken a short or long rest.

    At 15th level, the damage dealt by your blindside increases to 7d6.

    At 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.

    Infamy HWCS p41

    At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your Attack action, you can utter deadly threats to a single target within 30 feet of you, causing them to become frightened of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.

    In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.

    Two For Flinching HWCS p41
    At 18th level, you have perfected the art of exploiting your opponent's weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.

    ===========================================================================================================================================================================
    Giant Barbarian

    Path of the Giant BGG p11

    Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.
    Giant Power BGG p11

    3rd-Level Path of the Giant Feature

    When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.
    Giant's Havoc BGG p11

    3rd-Level Path of the Giant Feature

    Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

    Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll.

    Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.

    Elemental Cleaver BGG p11

    6th-Level Path of the Giant Feature

    Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

    When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.

    While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.

    Mighty Impel BGG p12

    10th-Level Path of the Giant Feature

    Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

    If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

    Demiurgic Colossus BGG p12

    14th-Level Path of the Giant Feature

    The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

    In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Deep Speak, Common

    Languages & Proficiencies
    Remorseful
    Self-Loathing
    angy

    Personality Traits
    Solve the current dilema with degreedia and R.Tulkesh
    Hunt down some people

    Ideals
    influx of flood memories makes emotional regulation difficult. As a result may be prone to outbursts
    Target of vengeance may hinder long term planning

    Flaws
    Level 1: +3 in CON
    Level 2: + 3 In CON
    Level 3: +3 In CON
    Level 4: + 1 in CON, +1 in DEX
    Level 5: +3 in STR
    Level 6: +3 in STR
    Level 7, +3 in STR

    Notes


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