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Vargach

Barbarian 2 Class & Level
Entertainer (Gladiator) Background
Lizardfolk Race
--- Alignment

Strength 17
+3
Dexterity 13
+1
constitution 18
+4
intelligence 9
-1
wisdom 11
+0
charisma 10
+0
Total Hit Dice 2
Hit Die
1d12+4
+2 proficiency bonus
+5 Strength
+1 Dexterity
+6 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
-1 Arcana
+5 Athletics
+0 Deception
-1 History
+0 Insight
+2 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+2 Perception
+2 Performance
+0 Persuasion
-4 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
15
Armor Class
27
Hit Points
+1
Initiative
30
Speed
Bite 1d20+5 1d6+3 piercing
Greataxe 1d20+5 1d12+3 slashing
Handaxe 1d20+5 1d6+3 slashing
Javelin 1d20+5 1d6+3 piercing
Attacks
Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields
Drums
Common, Draconic
Proficiences
Cunning Artisan
Hold Breath
Hungry Jaw
By Popular Demand
Tavern Brawler
Rage
Reckless Attack
Danger Sense
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Greataxe

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d12 Slashing Heavy, Two-Handed

Cost: 30 gp Weight: 7 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

The statblocks of your class features

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con mod
Hit Points at Higher Levels: 7 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.


Class Features

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 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.  

Unarmored Defense

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.

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.

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.


Starting Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins


Subclass Options

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, the Path of the Battlerager (SCAG, Dwarves only), the Path of the Totem Warrior (SCAG), the Path of the Ancestral Guardian (Xan), the Path of the Storm Herald (Xan), or the Path of the Zealot (Xan).

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Lizardfolk

Ability Score Increase +1 Wis, +2 Con
Size Medium
Speed 30 ft

Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.   Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.   Alien Minds The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.   Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.” Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.   Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can’t be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.   Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk’s own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.  

Cold and Calculating

Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.   Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.   Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.   A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures’ emotions. The lizardfolk doesn’t share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.  

Utility and Survival

The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.   Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.   Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.  

Hapless Soft Ones

At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.   Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.  

Lizardfolk Personality

You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.   Lizardfolk Quirks   d8 Quirk 1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water. 3 Money is meaningless to you. 4 You think there are only two species of humanoid: lizardfolk and meat. 5 You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades. 6 You still don’t understand how metaphors work. That doesn’t stop you from using them at every opportunity. 7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. 8 You enjoy eating your food while it’s still wriggling.  

Lizardfolk Names

Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual’s notable deeds or actions. For example, Garurt translates as “axe,” a name given to a lizardfolk warrior who defeated an orc and claimed his foe’s weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means “green” to describe how she blends into the foliage.   Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.   Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)  

Lizardfolk Traits

Your lizardfolk character has the following racial traits.   Age Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.   Alignment Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.   Size Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.   Bite Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cunning Artisan As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.   Hold Breath You can hold your breath for up to 15 minutes at a time.   Hunter’s Lore You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.   Natural Armor You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.   Hungry Jaws In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Draconic.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Thea_Sath.

Statblock Type

Character Sheet (Legacy)

Link/Embed