Remove these ads. Join the Worldbuilders Guild

Swolic

Battlerager Barbarian 20 Class & Level
Mercenary Veteran Background
Mountain Dwarf Race
LN Alignment

Strength 24
+7
Dexterity 14
+2
constitution 22
+6
intelligence 8
-1
wisdom 11
+0
charisma 8
-1
Total Hit Dice 20
Hit Die
1d12+6
+6 proficiency bonus
+13 Strength
+2 Dexterity
+12 Constitution
-1 Intelligence
+6 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
-1 Arcana
+19 Athletics
-1 Deception
-1 History
+6 Insight
+5 Intimidation
-1 Investigation
-1 Medicine
-1 Nature
+6 Perception
-1 Performance
-1 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Brewers supplies Smithing Tools proficiencies

 
16
Armor Class
265
Hit Points
+2
Initiative
35
Speed
Armor Spikes 1d20+13 1d4+11
Gut Armor Spikes 1d20+13 1d4+15
Greataxe +3 1d20+16 1d12+14
Gut Greataxe +3 1d20+16 1d12+18
GWM Greataxe +3 1d20+12 1d12+24
Gut GWM Greataxe +3 1d20+12 1d12+28
Attacks
Quick to crack a joke
Doesn't have a filter when speaking to others
Is brass towards people
Is loyal to those who he has been around for a long time
Personality Traits
There’s a stronger version of us somewhere, we must simply try to find it or train to be that.
Ideals
He has forged a bond of Friendship with the Dragon Daddy Daycare. Has an obsession with putting monsters that he has slain on his armor. Has personalized them as spikes on his armor.
Bonds
I’m easily goaded with any slight to my courage or honor.

Although considered brave by their kin, most battleragers are outcasts, rarely engaging in conversation with other dwarves. Children are kept away from battleragers, due to their aggressive nature and short temper.
Flaws
Ability Score Increase +2 Str, +2 Con
Size Medium
Speed 25 ft (not reduced by heavy armour)
Darkvision. 60 ft.

Dwarven Armor Training. You have proficiency with light and medium armor.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Tool Proficiency. Choose one of smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. Common, Dwarvish

FEATS

Brawny
You become stronger, gaining the following benefits:

Increase your Strength score by 1, to a maximum of 20.
You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You count as if you were one size larger for the purpose of determining your carrying capacity.

Great Weapon Master
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.

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Resilient: Wisdom
Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: RAGE In battle]
[block: 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]
[block: as shown in the Rage Damage column o f the Barbarian table. • You have resistance to bludgeoning]
[block: and slashing damage. If you are able to cast spells]
[block: 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]
[block: you must finish a long rest before you can rage again. UNARMORED DEFENSE While you are not wearing any armor]
[block: 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]
[block: but attack rolls against you have advantage until your next turn. DANGER SENSE At 2nd level]
[block: or incapacitated. Battlerager Armor When you choose this path at 3rd level]
[block: you gain the ability to use spiked armour as a weapon. Whenever you grapple or are grappled by a creature while wearing spiked armor and raging]
[block: that creature takes piercing damage equal to your Strength modifier plus your rage damage. A creature that remains grappled or has you grappled in this way additionally takes this damage at the start of each of their turns for as long as this grapple is maintained. Additionally]
[block: while you are wearing spiked armour and raging]
[block: you can instead use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you; you are proficient in this attack. If the attack hits]
[block: the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. ABILITY SCORE IMPROVEMENT When you reach 4th level]

Blighted Mutations


D10NameDescriptionEffect
1SpellFailureWhatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers.
When casting a spell Roll 1d10
on a 1 the spell fizzles; it counts as a use even as it has no effect.
2TumorSomewhere on your body there is a mass of flesh that keeps growing.An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character.
3Extra EyeYou grow an additional eye—perhaps it is on your faceperhaps not—but wher-ever it grows it confuses your vision.You suffer -4 to mutation modifier Perception Checks.
4StupidityYou have increasing difficul-ty putting together coherent thoughts.You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4).
5FrenziedYou are liable to to fly into a frenzy over any pettiness: a spilled glassa woundor even an insult.When dropped to below 50% of your hitpointsyou enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternatelyif the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpointsthey can choose to double the duration with all benefits/limitations at no additional cost or disadvantage.
6ImpulsiveYou have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you.You suffer a -2 Mutation Modifier on Will Saves.
7Beast’s MawYour throat is growing thick and bestialmaking you una-ble to shape intelligible words.You are now mutecan only communicate verbally through grunts. While you can still approximate verbal components to cast spellsdoing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency.
8Extreme HungerYou are always hungry and must eat incessantly or grow ill.If you have not eaten a meal equal to a day’s rations within the last 2 hoursyou gain the sickened conditionif not eaten within the last 4 hours you gain the nauseated condition.
9Misshapen HandsYour fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands.You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands
10Misshapen BodyYour spine or limbs twist in ways they weren't supposed to.Your movement speed is reduced by 10 feet
[block: you can’t increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level]
[block: whenever you take the Attack action on your turn. FAST MOVEMENT Starting at 5th level]
[block: your speed increases by 10 feet while you aren’t wearing heavy armor. FERAL INSTINCT By 7th level]
[block: your instincts are so honed that you have advantage on initiative rolls. Additionally]
[block: but only if you enter your rage before doing anything else on that turn. Reckless Abandon Beginning at 6th level]
[block: when you use Reckless Attack while raging]
[block: you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends   BRUTAL CRITICAL Beginning at 9th level]
[block: 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.   Battlerager Charge Beginning at 10th level]
[block: you can take the Dash action as a bonus action while you are raging. Once per turn while wearing spiked armor and raging]
[block: if you use the Dash action and move at least 20 feet in a straight line towards a creature and hit with a melee weapon attack or successfully grapple the creature]
[block: you deal bonus damage to the creature equal to half your Barbarian level. RELENTLESS RAGE Starting at 11th level]
[block: you drop to 1 hit point instead. Each time you use this feature after the first]
[block: the DC resets to 10. Spiked Retribution Starting at 14th level]
[block: are raging]
[block: and a creature within 5 feet of you hits you with a melee attack]
[block: the attacker takes piercing damage]
[block: equal to your Strength modifier. If you are raging]
[block: this damage is increased by an amount equal to your rage damage   PERSISTENT RAGE Beginning at 15th level]
[block: your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. INDOMITABLE MIGHT Beginning at 18th level]
[block: you can use that score in place o f the total. PRIMAL CHAMPION At 20th level]
[block: you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

crazyphill.

Statblock Type

Character Sheet (Legacy)

Link/Embed