Remove these ads. Join the Worldbuilders Guild

Wilt

9 Level (0/64000 XP for level-up) Soldier Background Flora Colossus Race / Species / Heritage Neautral - Good Alignment
Barbarian
Level 9
Hit Dice: 9/9
1d12+3 Class 1

STR
18
+4
DEX
14
+2
CON
17
+3
INT
10
+0
WIS
13
+1
CHA
8
-1
100
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
11
Passive Perception
#4 +3 / #4 +3
Rage
+8 Expertise Bonus
+4 Proficiency Bonus
+8 Strength
+2 Dexterity
+7 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
-1 Deception CHA
+0 History INT
+1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+4 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fist +8 STR 1d8+3+4 Bludgeoning
Spiked arm +8 STR 1d6+3+4 Piercing
Blade arm +8 STR 1d8+3+4 Slashing
Great Axe +8 STR 1d12+3+4 Slashing
Attacks
Extending Hands. You know the thorn whip cantrip without material components, adding your strength modifier to the damage. If you pull the creature within 5 feet of you, you may use a bonus action to grapple it. The vine comes out of one of your arms.
Accelerated Regeneration. You may take a minute and spend a hit die to heal yourself or regrow a limb.
Wooden Skin. Because you are made out of hardened wood, your AC when you are not wearing armor is 12 + your Dexterity modifier.
Fire Weakness. You have vulnerability to fire damage.
Nature. You are proficient with the Nature skill.
Powerful Build. you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

7,11

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.

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.

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, such as the Path of the Berserker. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.

  • Frenzy
  • Starting when you choose this path at 3rd Level, you can go into a Frenzy when you rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).

    Magic Awareness
    When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Wild Surge
    Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

    If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    Wild Surge
    d8 Effect
    1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
    2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
    4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
    5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
    6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
    7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
    8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    Bolstering Magic
    Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

    For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
    Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
    You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Mindless Rage
    Beginning at 6th level, you can’t be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the Effect is suspended for the Duration of the rage.

    Intimidating Presence
    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this Effect on the Frightened creature until the end of your next turn. This Effect ends if the creature ends its turn out of Line of Sight or more than 60 feet away from you.

    If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

    Retaliation
    Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to make a melee weapon Attack against that creature.

    Extra Attack
    Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

    Fast Movement
    Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

    Path of the wild magic

    Magic Awareness
    When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Wild Surge
    Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

    If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    Wild Surge
    d8 Effect
    1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
    2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
    4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
    5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
    6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
    7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
    8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    Bolstering Magic
    Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

    For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
    Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
    You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Unstable Backlash
    At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

    Controlled Surge
    At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

    Source: Player's Handbook

    You master fighting with two weapons, gaining the following benefits:

    You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
    You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

    You master fighting with two weapons, gaining the following benefits:

    You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
    You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

    Features & Traits
    Half plate leggings, A healers Insignia, a medicine bag, a set of bone dice or deck of cards, a pouch containing 10gp all together has 2360 mone.

    1 healing potion

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    You can speak Flora Colossus, and can read & write Common.

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Players Handbook Page 282

    Thorn Whip

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 30 ft
    Duration Instant
    Components V,S,M

    You create a long, vine-Iike whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Druid

    Basic Rules , pg. 230

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120 ft
    Duration 1 Minute
    Components V, S, M
    Materials A bit of phosphorus or wychwood, or a glowworm.

    Damage Type: Utility   Saving Throws: None   Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

    Class(es): Bard, Sorcerer, Wizard, Artificer

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Reddykwhdhj.

    Statblock Type

    Character Sheet (latest)

    Link/Embed