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Barnabus Silversmith

Barbarian 1 Class & Level
Hermit Background
Half-Orc Race
NG Alignment

Strength 16
+3
Dexterity 13
+1
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 8
-1
Total Hit Dice 1
Hit Die
1d12+3
+2 proficiency bonus
+5 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
14
Armor Class
15
Hit Points
+1
Initiative
30
Speed
Great Sword 1d20+5 2d6+3
Quarter Staff 1d20+5 1d6+3
Quarter Staff (Versatile) 1d20+5 1d8+3
Javelin 1d20+3 1d6+1
Attacks
Herbalist Kit
Languages: Common, Orc, Giant (Jotun)
Proficiences
- A scroll case stuffed full of notes from his studies or prayers.
  • A winter blanket.
  • A set of common clothes.
  • Herbalism kit.
  • 45 gold.
  • Equipment
    Although a great rage resides within, I do my best to show kindness and compassion to those who deserve it.
    Personality Traits
    - Strengthen the middle, strengthen the group.
  • Society may not be trustworthy, but it's not a lost cause.
  • Become the strongest so my viewpoint on the world can be achieved.
  • Bears are awesome.
  • Everyone is hot?
  • Ideals
    Since the day I looked up to the stars and gazed upon the Ursa Major constellation, I was chosen to be its Champion of Free Will to overcome a future threat aiming to overtake the minds of the weak or incapable.
    Bonds
    My distrust from society (and my lash out towards a former king) has caused me to not see my inner self as nothing but shattered glass, showing only certain aspects at most in those shards.

    I also tend to tunnel vision when a short term goal is in sight.
    Flaws
    Rage
  • 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.
  • 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

    Quarterstaff

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Bludgeoning Versatile

    Cost: 2 sp Weight: 4 lb


     

    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

    Winter Blanket

    Adventuring Gear Common

    A cozy blanket

    Weight: 3


     

    DnD 5e XAN

    Herbalism Kit

    Tool Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
    Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
    Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
    Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
    Medicine. Your mastery of herbalism improves your methods of care with medicinal plants.
    Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
    Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
    HERBALISM KIT

    Activity DC
    Find plants 15
    Identify poison 20

    Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
    POTION OF HEALING CREATION
    Type Time Cost
    Healing 1 day 25 gp
    Greater healing 1 workweek 100 gp
    Superior healing 3 workweeks 1,000 gp
    Supreme healing 4 workweeks 10,000 gp
    Common

    Cost: 5 gp Weight: 3 lb.


     

    DnD 5e SRD

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lb


     

    The statblocks of your class features

    Barbarian


    Hit Points

    Hit Dice: d12 per Barbarian level
    Hit Points at first Level: 12 + Con Mod
    Hit Points at Higher Levels: 1d12 + Con Mod

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Str, Con
    Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

    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 o f 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. 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.  

    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 w ounds. 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 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, if your total for a Strength check is less than your Strength score, you can use that score in place o f 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

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


    Subclass Options

    Path of the Beserker

    Frenzy

    Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration o f your rage you can make a single melee weapon attack as a bonus action on each o f your turns after this one. When your rage ends, you suffer one level of exhaustion.  

    Mindless Rage

    Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

    Intimidating Presence

    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet o f you. If the creature can see or hear you, it must succeed on a W isdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration o f this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.   If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.  

    Retaliation

    Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.  

    Path of the Lunatic

    Shattered Soul

    At 3rd level when you select this path, you gain resistance to psychic damage. Additionally, it is not entirely clear if you are actually carrying a weapon or not; those around you aren't entirely sure if your weapons are real, or if your hands are empty when you attack. While raging, you may have your weapon deal psychic damage instead of its normal damage type.  

    Astral Impressions

    Your insanity allows you to see the emotional imprints of people, creatures, and objects. At 6th level, while raging or by willingly becoming insane for 1 minute, you gain the ability to sense the emotions of creatures and emotionally charged objects or sites that you can see in the Material Realm or Border Ethereal plane. This emotional sense is usually limited to a word or short phrase: “rage,” “betrayal,” “grief for her child,” “joy,” and “relief at escaping” are common examples. For objects to be sensed, they must carry a strong emotional impression, such as from being wielded or held by a creature of intense and consistent emotion, such as a dragon’s greed embodied in a particularly prized object, a warlord’s flame of glory distilled into her sword or a monster’s xenophobia encapsulated in one of its magical protections.   You may use this ability to attempt to perceive emotional creatures or objects you cannot see on the Material Plane or in the Border Ethereal. As a bonus action while raging or as an action you may take while insane, you can search for emotions within 30 feet of you. You can’t detect constructs, emotionless creatures (such as mindless undead), or any creature with a Charisma of 3 or lower using this ability. While raging, you may add your proficiency bonus to damage rolls made against creatures and objects perceived in this way.  

    Cursed Prophecy

    While mists of madness swirl through your mind, they part the mists of temporal and planar boundaries, and you gain glimpses of the future, of far realms, and of the long distant past swirled together with your own memories and emotions. Starting at 10th level, at the end of your rage, you may cast the spell contact other plane. These visions are intelligible to you and you alone; however, when describing your visions to anyone else or when writing them down, you may only use words that have little or no relation to what you saw, and the sentences you use should be garbled and cryptic.   For example, if you learn about the location of an ancient magical item of great power, you might describe what you saw exclusively in anatomical terms: “a heart beating under the mountain’s skin, near the weeping eyes of the sky and sea!” – or in mythological analogy: “I saw Ares dive into the bloody mouth of Scylla’s seventh head, and smelt her heart into a needle of light while she vomited stone and flame.” You may not use this feature again until the end of a long rest.  

    Insane Reality

    At 14th level, your insanity becomes so intense that it blurs the line between the world of physical reality and dreams. Your strikes can now hit incorporeal beings and beings in the Border Ethereal that you can perceive. Also, you may speak and interact with these creatures as if you were on the same plane, though your physical form remains on the Material Plane. While insane, you may take actions to interact with these creatures, including movement.  

    Path of the Storm Herald

    Storm Aura

    Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.   Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert or sea. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.   If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.   Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.  

    Storm Soul

    At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.   Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.  

    Raging Storm

    At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.  
     


    LevelProficiencyBonus FeaturesRagesRage Damage
    1st+2Rage, Unarmored Defense2+2
    2nd+2Reckless Attack, Danger Sense2+2
    3rd+2Primal Path3+2
    4th+2Ability Score Improvement3+2
    5th+3Extra Attack, Fast Movement3+2
    6th+3Path feature4+2
    7th+3Feral Instinct4+2
    8th+3Ability Score Improvement4+2
    9th+4Brutal Critical (1 die)4+3
    10th+4Path feature4+3
    11th+4Relentless Rage4+3
    12th+4Ability Score Improvement5+3
    13th+5Brutal Critical (2 dice)5+3
    14th+5Path feature5+3
    15th+5Persistent Rage5+3
    16th+5Ability Score Improvement5+4
    17th+6Brutal Critical (3 dice)6+4
    18th+6Indomitable Might6+4
    19th+6Ability Score Improvement6+4
    20th+6Primal ChampionUnlimited+4

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Half-Orc

    Ability Score Increase Str +2; Con +1
    Size Medium
    Speed 30 ft.

    Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

    Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

    Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

    Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Menacing. You gain proficiency in the Intimidation skill.

    Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

    Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
     

    Languages. You can speak, read, and write Common and Orclin . Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Sweetlew.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed