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Leszek "Leslie" Slomka

Barbarian 8 Class & Level
Outlander (Tribal Nomad) Background
Pixie Dust Genasi Race
True Neutral Alignment

Strength 18
+4
Dexterity 14
+2
constitution 18
+4
intelligence 8
-1
wisdom 12
+1
charisma 8
-1
Total Hit Dice 8
Hit Die
1d12+4
+3 proficiency bonus
+7 Strength
+2 Dexterity
+7 Constitution
-1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
-1 Arcana
+7 Athletics
-1 Deception
-1 History
+1 Insight
-1 Intimidation
-1 Investigation
+1 Medicine
+2 Nature
+4 Perception
-1 Performance
-1 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills Athletics, Nature, Perception, Survival proficiencies

 
17
Armor Class
93
Hit Points
+2
Initiative
40
Speed
Greataxe +1 1d20+8 1d12+5
Greataxe +1, Raging 1d20+8 1d12+7
Maul 1d20+7 2d6+4
Handaxe 1d20+7 1d6+4
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: cook's utensils, one type of musical instrument
Languages: Common, Dwarvish
Proficiences
Pixie Dust Genasi:
-Ability: Constitution
-Save DC: 15
-Attack Bonus: +7
Spellcasting
-Greataxe +1 (main weapon)
-Maul
-Handaxe x2
-Partial Leather Armor (equipped)
-Traveler's Clothes (equipped)
-Belt Pouch w/ 100gp

In backpack:
-Javelin x4
-Cook's Utensils
-Hunting Trap
-Staff
-Bedroll
-Mess Kit
-Tinderbox
-Torch x10
-Rations (10 days)
-Waterskin
-Rope, hempen (50 feet)
Equipment
I'm driven by a wanderlust that led me away from home.
Personality Traits
Respect: People deserve to be treated with dignity and respect.
Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Bonds
I am slow to trust members of other races, tribes, and societies.
Flaws
Rage: 4 per long rest
Unarmored Defense
Reckless Attack
Danger Sense
Extra Attack
Fast Movement
Feral Instinct
Primal Path: Ancestral Guardian
-Ancestral Protectors
-Spirit Shield (2d6)

Too Charming
Pixie Puff

Great Weapon Master
Features & Traits

Heroes Enabled

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

Greataxe +1

Weapon

Uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Type Damage Damage Range
Martial Melee 1d12+1 Slashing


Weight: 7 lbs.

Partial Leather Armor

Armor (Light)

Common

Wearing this light armor does not count as wearing armor for the purposes of features or traits that only work when unarmored. While wearing this, you have +1 bonus to your AC.

Type AC STR Req. Stealth Dis.
Light +1 No


Weight: 5 lbs.

The statblocks of your class features

Barbarian (Ancestral Guardian)


Hit Points

Hit Dice: d12 per Barbarian (Ancestral Guardian) 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 two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

Barbarians, different as they may be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a rolling reservoir of anger at a world of pain. For every barbarian, rage is a power that fuels not just battle frenzy but also uncanny reflexes, resilience, and feats of strength.  

The Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5/td] +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

 


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.  

Primal Path

At 3rd level you choose a path that shapes the nature of your rage. Choose from Path of the Ancient Guardian, Path of the Beast, Path of the Berserker, Path of the Bone Collector, Path of the Reaver, Path of the Storm Herald, Path of the Tactical Savage, Path of the Totem Warrior, Path of the Warlord, or Path of the Zealot, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

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.  

Brutal Critical

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.  

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.  

Brutal Critical

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.  

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.  

Brutal Critical

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.  

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 equipment, in addition to the equipment granted by your background:

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

 


Subclass Options

Primal Paths

Rage burns in every barbarian's heart, a furnace that drives them towards greatness. Different barbarians attribute their rage to different sources, however. for some, it's an internal reservoir where pain, grief, and anger are forged into a fury as hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.  

Path of the Ancestral Guardian Features

Barbarian Level Feature
3rd Ancestral Protectors
6th Spirit Shield (2d6)
10th Consult the Spirits, Spirit Shield (3d6)
14th Vengeful Ancestors, Spirit Shield (4d6)

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.  
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Pixie Dust Genasi

Ability Score Increase +2 Con, +1 Charisma
Size Medium
Speed 30 feet

Too Charming: You are immune to being charmed by magic.

Pixie Puff: You can cast the misty step spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Languages. Common

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Leszek's Spell List


Racial Spells:
-Misty Step (once per long rest)

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


Created by

JanTheHuman.

Statblock Type

Character Sheet (Legacy)

Link/Embed