+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+7 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+1 | Intelligence | |
+2 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+7 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+5 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Javelin | +7 | STR | 1d6+4 | Piercing | |
thrown (30/120 ft.) | |||||
Handaxe | +7 | STR | 1d6+4 | Slashing | |
light, thrown (20/60 ft.) | |||||
Greataxe | +7 | STR | 1d12+4 | Slashing | |
heavy, two-handed | |||||
Maul - Weight of Death | +7 | STR | 2d8+4 | Bludgeoning | |
heavy, two-handed |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Weapon
Common
Heavy, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d12 | Slashing | 5 ft |
Cost: 30gp
Weight: 7 lb
DnD 5e PHB
Weapon
Common
Light, thrown
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Slashing | 20/60 ft |
Cost: 5gp
Weight: 2 lb
DnD 5e PHB
Weapon
Common
Thrown
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing | 30/120 ft |
Cost: 5sp
Weight: 2 lb
The statblocks of your class features
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd. A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another. These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
• Choose: a greataxe; or any martial melee weapon • Choose: two handaxes; or any simple weapon • An explorer’s pack and four javelins
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 |
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company. During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
1d8 | Personality Trait |
---|---|
1 | I'm always polite and respectful. |
2 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
3 | I’ve lost too many friends, and I’m slow to make new ones. |
4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
5 | I can stare down a hell hound without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
1d6 | Ideal |
---|---|
1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) |
2 | Responsibility. I do what I must and obey just authority. (Lawful) |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. In life as in war, the stronger force wins. (Evil) |
5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) |
6 | Nation. My city, nation, or people are all that matter. (Any) |
1d6 | Bond |
---|---|
1 | I would still lay down my life for the people I served with. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
1d6 | Flaw |
---|---|
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my armor than admit when I’m wrong. |
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
PHB, Mordenkainen's Tome of Foes, Eberron: Rising from the Last War
Spell Level | Spell Name |
---|---|
1st | Detect Magic, Detect Poison & Disease |
2nd | Detect Thoughts, Find Traps |
3rd | Clairvoyance, Nondetection |
4th | Arcane Eye, Divination |
5th | Legend Lore |
Spell Level | Spell Name |
---|---|
1st | Feather Fall, Fog Cloud |
2nd | Gust of Wind, Levitate |
3rd | Sleet Storm, Wind Wall |
4th | Conjure Minor Elementals, Control Water |
5th | Conjure Elemental |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
PHB, page 151
Adventuring Gear
Common
Includes:
Cost: 10gp
Weight: 35lb