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Dante

Barbarian 8 Class & Level
outlander Background
Golaiath Race
Alignment

Strength 18
+4
Dexterity 10
+0
constitution 16
+3
intelligence 11
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 4
Hit Die
1d12+3
+3 proficiency bonus
+5 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+3 Insight
+1 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Athletics, Insight, Perception, Survival proficiencies

 
15
Armor Class
102
Hit Points
+2
Initiative
40
Speed
Glaive 1d20+7 1d10+7 3 times a day 1d8
Great Club 1d20+5 1d8+5
Javelins (9) 1d20+5 1d6+5
Greataxe 1d20+5 1d12+5
Greatsword 1d20+7 2d6+7 necrotic 2d6
Automaton's sword 1d20+7
Attacks
Light, Medium Armor
Shields
Simple and Martial Weapons
Speak Common and Giant

Proficiences
Small Health Potion | 2d4+2
Medium Health Potion | 4d4+2
Spellcasting
4240 gold
guitar
16 small and 17 med potion
horse
3 giant poison sacks
2 fire damage additives
a stone sword similar to glaive
world heavyweight champ belt
boots of speed

Equipment
Stone Endurance- 3 rages- 1/2 damage physical, Magic damage normal.- +2 damage
Reckless Attack
Danger Sense
2 Detect Magics
DC saving is 12
Path of with soul- roll d8 for random effect when entering rage.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Glaive

Melee Weapon Heavy, Reach, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Slashing Heavy, Reach, Two-Handed

Cost: 20 gp Weight: 6 lb


 

DnD 5e SRD SRD

Greatclub

Melee Weapon Two-handed Common

Type Damage Damage Range Properties
Simple 1d8 Bludgeoning Two-handed

Cost: 2 sp Weight: 10 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 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 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

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.


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 +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.   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.   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.   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 from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.   Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   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 Feature
At 6th level, you gain a feature from your Primal Path.   Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.   Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM uses the optional Feats, you can instead take a feat.   Brutal Critical (1 Die)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.   Path Feature
At 10th level, you gain a feature from your Primal Path.   Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.   Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM uses the optional Feats, you can instead take a feat.   Brutal Critical (2 Dice)
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.   Path Feature
At 14th level, you gain a feature from your Primal Path.   Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.   Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM uses the optional Feats, you can instead take a feat.   Brutal Critical (3 Dice)
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.   Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM uses the optional Feats, you can instead take a feat.   Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

You start with the following items, plus anything provided by your background.   (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack, and four javelins   Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.


Subclass Options

Path of the Wild Soul


The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.   Lingering Magic At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors). You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.   Wild Surge Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
d8 Effect
1 Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
2 You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
3 You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
4 Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
5 Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
6 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
7 Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
8 A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
  Magic Reserves At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can't recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. You take force damage equal to five times the number rolled.   When you reach 14th level in this class, you increase the die to a d6.   Arcane Rebuke At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.   Chaotic Fury At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.   Improved Magic Reserves At 14th level, you increase your magic reserves die to a d6.

Statblocks for your familiars, mounts etc.

SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 

Statblocks for race/species of the character.

Goliath

Ability Score Increase
Size Medium
Speed

As per Elemental evil.

Statblocks for companions, followers and other allies.

Reese

Cleric 5 Class & Level
Alcolyte Background
Kalashtar Race
Lawful Good Alignment

Strength 12
+1
Dexterity 10
+0
constitution 15
+2
intelligence 13
+1
wisdom 18
+4
charisma 16
+3
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+4 Strength
+3 Dexterity
+5 Constitution
+4 Intelligence
+7 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+1 Arcana
+1 Athletics
+6 Deception
+4 History
+7 Insight
+6 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+7 Perception
+3 Performance
+6 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills deception, history, insight, intimidation (advantage),Perception, Persuasion, Religion, Survival proficiencies

 
14
Armor Class
37
Hit Points
+0
Initiative
30
Speed
Mace 1d20+3 1d6+3
silver Warhammer 1d20+3 1d8+4
Longsword 1d20+3 1d8+7
Attacks
Dual Mind: Advantage on Wisdom Saving throws
Advantage on Intimidation Rolls
Armor: Light, medium , shields
Weapons: Simple & Martial
Languages: Common, Abyssal, Primordial, Goblin, Dwarvish
Proficiences
Chill touch | 1d20+6 | 2d8+6
word of radiance | 2d6+6
toll the dead | 2d8+6 | 1d12+6
sacred flame | 2d8+6
inflict wounds | 1d20+6 | lvl 1 3d10+6 | lvl 2 4d10+6 | lvl 3 5d10+6
ray of sickness | 1d20+6 | lvl 1 2d8+6 | lvl 2 3d8+6 | lvl 3 4d8+6
false life | 1d4+4 | 1d4+9
guiding bolt | 1d20+6 | 4d6+6 | 5d6+6
prayer of healing | 2d8+6
spiritual weapon | 1d20+6 | 1d8+6
Spellcasting
I see omens in every event and action. The gods try to speak to us, we just need to listen.
Personality Traits
Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against their teachings.
Ideals
I owe my life to the priest who took me in when my parents died. (Father Rhinehart)
Bonds
I judge others harshly, and myself even more severely.
Flaws
Dual Mind: Advantage on Wisdom Saving throws
• Mental Discipline: resistance to psychic damage.
• Mind Link: telepathically to any creature you can see within 60 feet of you.
• Psychic Glamour: Adv on Intimidation rolls
• Severed from Dreams: Dream spells/potions immune

Channel Divinity: When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level. (death Domain)

Turn undead: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. Fails: turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Destroy Undead (CR 1/2)
Features & Traits

Heroes Enabled

Ignis Harbinger

Warlock 7 Class & Level
Charlatan Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 14
+2
wisdom 14
+2
charisma 18
+4
Total Hit Dice 4
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+4 Dexterity
+4 Constitution
+4 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+6 Deception
+2 History
+2 Insight
+4 Intimidation
+4 Investigation
+2 Medicine
+2 Nature
+4 Perception
+4 Performance
+4 Persuasion
+2 Religion
+4 Sleight of Hands
+2 Stealth
+4 Survival
skills survival,slight of hand,perception, investigation,deception,arcana proficiencies

 
13
Armor Class
64
Hit Points
+2
Initiative
30
Speed
Mace 1d20+0 1d6+0
Light Crossbow 1d20+0 1d8+0
Dagger 1d20+0 1d4+0
Attacks
Agonizing Blast: when casting eldritch blast add charisma mod to damage
Fey ancestry (adv. charm and cant be put to sleep)
light armor
simple weapons

Proficiences
Eldrichs Blast | 1d20+6 | 2d10+6
Chill Touch | 1d20+6 | 2d8+6
Shocking Grasp | 1d20+0 | 2d8+6
Ray of Frost | 1d20+6 | 2d8+6
Sacred Flame | 2d8+6

Hellish Rebuke | 3d10+6
Witches Bolt| 1d20+6 | 2d12+6
Dissonant Whispers | 4d6+6
Vampiric Touch | 3d6+0
Blight 8d8+0

Spellcasting
Mace
crossbow (light) 20 bolts
2 daggers
leather armor
dungeoneers pack
wand
disguise kit
forgery kit
deck of marked cards
set of fine clothes
clysdale horse
Fancy Gown
3,245 Gold
Stack of incriminating letters
1 point of inspiration
3 Sm. Health Potions
9 Md. Health Potions
Equipment
I have a joke for every occasion, especially occasions where humor is inappropriate.
Personality Traits
Independence. I am a free spirit – no one tells me what to do.
Ideals
A powerful person killed someone I love. Some day soon, I'll have my revenge.
Bonds
I can't resist a pretty face.
Flaws
Awakened Mind
Pact of Tome (pick 3 cantrips)
Dark Vision (60 ft)
You can speak, read, and write Common, Elvish, Deep Speech
Eyes of the Rune: Can read all languages
One With Shadows: When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.
Agonizing Blast: when casting eldritch blast add charisma mod to damage
Features & Traits

Heroes Enabled

Archie

Cleric 6 Class & Level
Alcolyte Background
Tiefling Race
Alignment

Strength 14
+2
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 18
+4
charisma 14
+2
Total Hit Dice 4
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+1 Arcana
+2 Athletics
+2 Deception
+1 History
+6 Insight
+2 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+4 Perception
+2 Performance
+4 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills insight, medicine, religion, persuassion proficiencies

 
13
Armor Class
46
Hit Points
+2
Initiative
30
Speed
Mace 1d20+2 1d6+2
Dagger 1d20+2 1d4+2
Attacks
You can speak, read, and write Common and Infernal, under common, halfling

Light armor, medium armor, shields

Simple weapons
Proficiences
Sacred Flame| Dex Save 12 | 1d8+6
Spare the Dying
Inflict Wounds| 1d20+2 | 3d10+6 | 4d10+6

Cure Wounds | 1d8+6 | 2d8+6
Prayer of Healing| 2d8+6

Spellcasting
blessed silver plated mace
leather armor
Dagger
explorers pack
shield
holy symbol
Lyre (can't play well)
12 med health potions
3 guard drake hound horn
11 guard drake hound scales
a bunch of letters about Van Helen and Gestualt
Equipment
Hellish Resistance: You have resistance to fire damage

Dark vision

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest

Blessing of the Trickster- advantage on Dexterity (Stealth) checks.

Channel Divinity: Invoke Duplicity
Features & Traits

Heroes Enabled

Statblocks for your spells.

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


Created by

kizonaki.

Statblock Type

Character Sheet (Legacy)

Link/Embed