+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+10 | Athletics |
-1 | Deception |
+0 | History |
+1 | Insight |
+2 | Intimidation |
+0 | Investigation |
+4 | Medicine |
+0 | Nature |
+4 | Perception |
-1 | Performance |
-1 | Persuasion |
+0 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Halberd | 1d20+7 | 1d10+4 Heavy, Slashing, Reach, Two-Handed |
Javelin | 1d20+7 | 1d6+4 Piercing, Thrown, Range (30/120) |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Barbarian level 1
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 bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. 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 number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Barbarian level 1
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Barbarian level 2
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.
Barbarian level 2
2nd-level barbarian feature (replaces Danger Sense)
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Barbarian level 3, Path of the Berserker
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.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Barbarian, Fighter, Monk, Paladin, or Ranger of 5th Level
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Barbarian level 5, not taking Instinctive Pounce replacement feature
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase - Your Strength scores increase by 2, and your Constitution score increases by 1 Age - Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 50 Alignment - Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiaimat, respectfully) Most Dragonborn are good, but those who side with TIaimat can be terrible villians Size - Dragonborn are taller and heavier then Humans, standing well over 6 feet tall and averaging almost 250 pounds, your size is medium Speed - Your base walking speed is 30 feet Draconic Ancestry - You have draconic ancestry, choose one typw of dragon from the draconic ancestry table, your breath weapon and damage resistance are determined by the dragon type, as shown in the table Breath Weapon -You can use your action to exhale destructive energy. Your draconinc ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + Your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. after you use your breath weapon, you cant use it again until you complete a short or long rest Damage Resilience - You have resistance to the damage type associated with your draconic ancestry Languages - You can speak, read, and write Commpn and Draconic, Draconic is through to be one of the oldest languages and is often used in the study of magic, The language sounds harsh to most other creatures and includes numerous harrd consonants and sibilants Draconic Ancestery Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft line (Dex save) Blue Lightning 6 by 30 ft line (Dex save) Brass Fire 7 by 30 ft line (Dex save) Bronze Lightning 8 by 30 ft line (Dex save) Copper Acid 9 by 30 ft line (Dex save) Gold Fire 15 ft cone (Dex save) Green Poison 15 ft cone (Dex save) Red Fire 15 ft cone (Dex save) Silver Cold 15 ft cone (Dex save) White Cold 15 ft cone (Dex save)
Languages. Common and Draconic
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.