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Salazar Falone

Barbarian 3 Class & Level
Folk Hero Background
Human Race
Alignment

Strength 19
+4
Dexterity 19
+4
constitution 19
+4
intelligence 18
+4
wisdom 11
+0
charisma 14
+2
Total Hit Dice 3
Hit Die
1d12+4
+2 proficiency bonus
+6 Strength
+4 Dexterity
+6 Constitution
+4 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+4 Arcana
+6 Athletics
+2 Deception
+4 History
+0 Insight
+4 Intimidation
+4 Investigation
+0 Medicine
+4 Nature
+0 Perception
+2 Performance
+2 Persuasion
+4 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills Animal Handling Athletics Intimidation Survival proficiencies

 
18
Armor Class
55
Hit Points
+9
Initiative
30
Speed
Greataxe 1d20+6 1d12+4
Greataxe (rage) 1d20+6 1d12+6
Hand axe 1d20+6 1d6+4
Hand axe (rage) 1d20+6 1d6+6
Javelin 1d20+6 1d6+4
Attacks
Light armor, medium armor, shields
Simple weapons, martial weapons
Land vehicles
Common, Draconic
Proficiences
Awful smelling jar of hair gel
Shovel
Iron pot
Common clothes
Backpack
Bedroll
Mess kit
Tinderbox
10 Torches
10 rations
waterskin
50ft hempen rope
Equipment
I misuse long words in an attempt to sound smarter.
Personality Traits
Freedom
Ideals
I can't resist a good drink.
Flaws
Tough
Alert
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Path of the Totem Warrior Barbarian


Hit Points

Hit Dice: d12 per Path of the Totem Warrior 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: All light, medium, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

Level Prof. 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 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 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

 


Class Features

Rage

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 all 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, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.  

Danger Sense

At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. 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. You can't increase an ability score above 20 using this feature.  

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, 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.  

Persistent Rage

Beginning at 15th level, your rage ends early only if you fall unconscious or if you choose to end it.  

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 may pick either (a) or (b):

  • (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 can ignore the equipment from your class and background, and start with 2d4 x 10 gp.


Subclass Options

Path of the Totem Warrior  

Spirit Seeker

You gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.  

Totem Spirit

  At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.   Your totem animal might be an animal related to those listed here but more appropriate to your homeland.  
  • Bear: While raging you have resistance to all damage except psychic damage.
  • Eagle: While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.
  • Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
  • Elk: While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
  • Tiger: While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
 

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.  
  • Bear: Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle: You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
  • Wolf: You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
  • Elk: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
  • Tiger: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
 

Spirit Walker

At 10th level, you can cast the Commune With Nature spell, but only as a ritual.  

Totemic Attunement

At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.  
  • Bear: While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
  • Eagle: While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Wolf: While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
  • Elk: While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
  • Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

 

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies Animal Handling, Survival
Tool Proficiencies One type of artisan’s tools, vehicles (land)
Equipment A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Features

Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people   Dice: 1d10
  1. I stood up to a tyrant’s agents.
  2. I saved people during a natural disaster.
  3. I stood alone against a terrible monster.
  4. I stole from a corrupt merchant to help the poor.
  5. I led a militia to fight off an invading army.
  6. I broke into a tyrant’s castle and stole weapons to arm the people.
  7. I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
  8. A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
  9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
  10. Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
 

Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Traits

Dice: 1d8 Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I’m always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I’m confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?

Ideal

Dice: 1d6 Ideal
1Respect. People deserve to be treated with dignity and respect. (Good)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Evil)
5Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bond

Dice: 1d6 Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.

Flaw

Dice: 1d6 Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to all ability scores
Size Medium
Speed 30ft

Languages. Common, one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

[block: 25 sp 710 gp]

Created by

L0rd Fr4gtrp.

Statblock Type

Character Sheet (Legacy)

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