+5 | Strength |
+1 | Dexterity |
+6 | Constitution |
-1 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+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 |
Bite | 1d20+5 | 1d6+3 piercing |
---|---|---|
Greataxe | 1d20+5 | 1d12+3 slashing |
Handaxe | 1d20+5 | 1d6+3 slashing |
Javelin | 1d20+5 | 1d6+3 piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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
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
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
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.
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).
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
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.
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.