Remove these ads. Join the Worldbuilders Guild

Jaron Chaos-Horn

Barbarian 1 Class & Level
Gruul Anarch Background
Minotaur Race
Chaotic Neutral Alignment

Strength 17
+3
Dexterity 12
+1
constitution 16
+3
intelligence 9
-1
wisdom 10
+0
charisma 10
+0
Total Hit Dice 12
Hit Die
1d12+3
+2 proficiency bonus
+5 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
-1 Arcana
+5 Athletics
+0 Deception
-1 History
+0 Insight
+2 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+2 Perception
+0 Performance
+2 Persuasion
-1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills STR CON Animal Handling Intimidation Athletics Perception Persuasion proficiencies

 
14
Armor Class
15
Hit Points
+2
Initiative
30
Speed
Great Axeroll: 1d20+5 1d12+3 Slashing
Handaxeroll: 1d20+5 1d6+3 Slashing
Javelinroll: 1d20+5 1d6+3 Piercing
Hornroll: 1d20+5 1d6+3 Piercing
Attacks
Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Intimidation
Herbalism Kit
Languages: Common, Amonket, peudo snake, Minotaur
Proficiences
An explorer’s pack and four javelins
  • Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope
  • GreatAxe
    2 Handaxes
    A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp

    Equipment
    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.
  • # of Rages:2 Damage Increase: +2
  • 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.
  • Feature: Rubblebelt Refuge
  • You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.
  • Horns
  • Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Goring Rush
  • Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
  • Hammering Horns
  • Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficency bonus + your Strength modifier, you push it up to 10 feet away from you.
  • Imposing Presence
  • You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

  • Features & Traits

    Heroes Enabled

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

    Explorer's Pack

    Adventuring Gear Includes: • a Backpack   • a Bedroll   • a Mess kit   • a Tinderbox   • 10 torches   • 10 days of Rations   • a Waterskin   • 50 feet of Hempen rope Varies

    A back pack


     

    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


     

    DnD 5e SRD SRD

    Greataxe

    Melee Weapon Heavy, Two-Handed Common

    Type Damage Damage Range Properties
    Martial 1d12 Slashing Heavy, Two-Handed

    Cost: 30 gp Weight: 7 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


     

    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


     

    Player's Handbook

    Hunting Trap

    Adventuring Gear When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Common

    A bear Trap

    Type Damage Damage Range Properties
    None / 1d4 Piercing On the trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

    Weight: 25


     
    [block: 345504 A Gruul insignia]
    [block: and a belt pouch containing 10 gp ]

    The statblocks of your class features

    [block: Rage
  • In battle]
  • [block: you can enter a rage as a Bonus Action.
  • While raging]
  • [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: you gain a +2 bonus to the damage roll. This bonus increases as you level. • 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 maximum number of times for your Barbarian level]
  • How long can you make a table?

    Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


    Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
    12345678910111213141516171819202122232425

    Sidebar Tables


    Sidebar TimeScore
    Awesomeness10
    Useability10
    Aesthetics10

    Loot

    Click to roll for loot : 1d6-3


    ItemRarityValue
    Swordcommon40
    Gemuncommon170
    Dragon Eggrare3200
    [block: and 6 at 17th.
  • # of Rages:2 Damage Increase: +2
  • 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. Feature: Rubblebelt Refuge
  • You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged]
  • [block: you can find food and fresh water in these areas for yourself and up to five other people each day. Horns
  • Your horns are natural melee weapons]
  • [block: instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
  • Immediately after you use the Dash action on your turn and move at least 20 feet]
  • [block: you can make one melee attack with your horns as a bonus action. Hammering Horns
  • Immediately after you hit a creature with a melee attack as part of the Attack action on your turn]
  • [block: you push it up to 10 feet away from you. Imposing Presence
  • You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
  • ]

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    [block: Minotaur ]

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    TheVikingsFury.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed