Remove these ads. Join the Worldbuilders Guild

Samyaza MK V

Barbarian 9 Class & Level
Soldier Background
Warforged Race
Chaotic Good Alignment

Strength 20
+5
Dexterity 17
+3
constitution 20
+5
intelligence 11
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 8
Hit Die
1d12+5
+4 proficiency bonus
+9 Strength
+3 Dexterity
+9 Constitution
+0 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+3 Deception
+0 History
+1 Insight
+7 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+5 Perception
+3 Performance
+7 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills Intimidation, Perception, Persuasion, proficiencies

 
18
Armor Class
116
Hit Points
+3
Initiative
40
Speed
Greatsword 1d20+3 2d6+3
Attacks
light armor, medium armor, shields, simple weapons, martial weapons, languages: common abbysal
Proficiences
Greatsword, An old insignia of rank, A nearly ancient piece of an old military banner, set of bone dice, 2 handaxes,
Equipment
I’m haunted by memories o f war. I can’t get the images
of violence out of my mind, I can stare down a hell hound without flinching.
Personality Traits
Independence. When people follow orders blindly, they
embrace a kind of tyranny.
Ideals
I fight for those who cannot fight for themselves.
Bonds
My hatred of my enemies is blind and unreasoning
Flaws
His above average height and odd appearance leaves a very intimidating figure, has a bull skull as a head, glowing red eyes and almost steam like emissions escape his body from time to time. looks ancient.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Greatsword

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Slashing Heavy, Two-Handed

Cost: 50 gp Weight: 6 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

Flame Tongue

Weapon Heavy, Two-handed, Magical Rare (this item requires attunement) [Evocation]

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Type Damage Damage Range Properties
Martial Melee 2d6+2d6 Fire 5ft Heavy, Two-handed, Magical

Cost: 5000gp Weight: Varies


 

The statblocks of your class features

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Consitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose from Animal Handeling, Athletics, Intimidation, Nature, Perception and Survival

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) and simple weapon an explorers pack and for javelins

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Warforged

Ability Score Increase +2 Con, +1 to any other stat
Size Medium
Speed 30ft

Specialized Design: You gain one skill proficiency and one tool proficiency of your choice.   Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage
  • You don't need to eat, drink, or breathe. 
  • You are immune to disease. 
  • You don't need to sleep, and magic can't put you to sleep.
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:
  • You gain a +l bonus to Armor Class. 
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. 
  • While you live, your armor can't be removed from your body against your will.

 

Languages. Common, and any one other language

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Jeremydudething.

Statblock Type

Character Sheet (Legacy)

Link/Embed