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Misha

Barbarian 1 Class & Level
Far Traveler Background
Shifter, Longtooth Race
N Alignment

Strength 16
+3
Dexterity 13
+1
constitution 12
+1
intelligence 11
+0
wisdom 13
+1
charisma 9
-1
Total Hit Dice 1
Hit Die
1d12+1
+2 proficiency bonus
+5 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
-1 Deception
+0 History
+3 Insight
+5 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
-1 Performance
-1 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Strength Constitution Animal Handling Athletics Insight Intimidation Perception proficiencies

 
12
Armor Class
12
Hit Points
-26
Initiative
30
Speed
WeaponAttackDamage
Greatsword1d20+52d6+3 S
Quarterstaff1d20+51d6+3 B
Javelin1d20+51d6+3 P
Bite1d20+51d6+3 P
Attacks
Light armor, medium armor, shields
Simple and martial weapons
Card games
Proficiences
Traveler's clothes
Playing card set
Crude map of home forest
Hyena tooth necklace (10gp)
Pouch of 5gp
Javelin x4
Backpack
Bedroll
Mess kit
Tinderbox
Torch x10
Rations x10
Waterskin
50' Hempen rope
Greatsword
Quarterstaff
Equipment
I am obsessed with magic in its natural, chaotic form. I always trust my intuition.
Personality Traits
Life is for living, and I want to see everything I can. Friends are important to me and I want to protect them.
Ideals
I want to find my homeland, as I left behind my cat who was very important to me. I am drawn to the wild and magic of Feywild but I'm afraid of Oberon and the fey so I try to make sure they won't find me.
Bonds
I am easily enraged by threats to my friends. I never back down from a fight.
Flaws
Darkvision, 60'

Shifting
BA assume bestial appearance. It lasts 1 minute, until you die, or use BA to revert. Gain temp hp =lvl +Con mod. Can use BA to make unarmed strike w/ fangs. Once per long or short rest.

Rage
BA enter rage. Adv. on Strength checks/saving throws. Add rage mod to melee weapon attacks that use Strength. Have resistance to B, P, & S dmg. Can't cast or concentrate on spells while raging. It lasts 1 minute, until you're knocked unconscious, if your turn ends without attacking a hostile creature or taking damage since last turn, or ended on BA. Rage twice before long rest.

Unarmored Defense
While not wearing armor, AC = 10+Dex+Con. Can use a shield and still get this benefit.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Barbarian, Path of the Wild Soul


Hit Points

Hit Dice: d12 per Barbarian, Path of the Wild Soul level
Hit Points at first Level: 12+Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.  

Quick Look Table


Level Proficiency 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 (1 die) 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 (2 dice) 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 (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion +4
 
 


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 +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.   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.   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.   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.   Primal Path
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.   Ability Score Improvement
When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.   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.   Path Feature
At 6th level, you gain a feature from your Primal Path.   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.   Ability Score Improvement
When you reach 8th 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. If your DM uses the optional Feats, you can instead take a feat.   Brutal Critical (1 Die)
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.   Path Feature
At 10th level, you gain a feature from your Primal Path.   Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. 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.   Ability Score Improvement
When you reach 12th 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. If your DM uses the optional Feats, you can instead take a feat.   Brutal Critical (2 Dice)
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.   Path Feature
At 14th level, you gain a feature from your Primal Path.   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.   Ability Score Improvement
When you reach 16th 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. If your DM uses the optional Feats, you can instead take a feat.   Brutal Critical (3 Dice)
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   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.   Ability Score Improvement
When you reach 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. If your DM uses the optional Feats, you can instead take a feat.   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 start with the following items, plus anything provided by your background.   (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 may start with 2d4 × 10 gp to buy your own equipment.


Subclass Options

Path of the Wild Soul (Revised)

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions equally as powerfully and magic saturates their body. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.

Path of the Wild Soul Features

Barbarian Level Feature
3rd Lingering Magic, Wild Surge
6th Magic Reserves
10th Arcane Rebuke
14th Chaotic Fury
  Lingering Magic
At 3rd level, your body can react to the presence of magic. You can cast the detect magic spell without using a spell slot or any spellcasting components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors). You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.   Wild Surge
Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the effect produced. If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   DURATION. Some surge effects are persistent; they are active for as long as you are raging, and end once your rage ends. You can only have one persistent effect active at a time; if you trigger another wild surge and roll a new persistent effect, the new effect replaces the old one.   UNSTABLE RAGE. Whenever you take damage, roll a d20. You trigger a wild surge if the result of the roll is equal to or less than half the damage you took. Once you trigger a wild surge this way, you cannot trigger another one until the start of your next turn.   DIRECTED CHAOS. When you roll on the Wild Surge table, you can change the result of the d20 roll by 1 in either direction, changing which effect is produced. Once you do, you can't do so again until you finish a short or long rest. (my note; my DM likes to use custom wild tables to keep players from predicting any outcomes. If you or your DM wants to do so, it would be more enjoyable to omit Directed Chaos)   Magic Reserves
At 6th level, you can channel the magic surging inside you into other creatures. You have a pool of magical energy that replenishes when you take a long rest. The amount of energy in the pool is equal to half your barbarian level (rounded up). As an action, you can touch a creature and expend energy from the pool to restore one of the creature's expended spell slots, expending an amount of energy equal to the slot level. You can restore multiple spell slots with a single touch, expending the appropriate amount of energy for each. You cannot restore a spell slot of 6th level or higher. Alternatively, when you use this feature and expend energy, the creature instead gains temporary hit points equal to five times the amount of energy expended, up to a maximum of 30 temporary hit points.   Arcane Rebuke
At 10th level, the magic crackling within your soul lashes out in times of danger. When a creature within 60 feet of you forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.   Chaotic Fury
At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge table.   Wild Surge
d20 Effect
1 You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one.
2 (Persistent) You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
3 Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action.
4 (Persistent) Plant life temporarily grows around you; the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it.
5 Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose amount any number of creatures that you can see within 30 feet of you.
6 (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed.
7 You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your rage damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total.
8 (Persistent) You and anything you are wearing or carrying become invisible. This effect ends early when you attack.
9 A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to the total and be blinded until the start of your next turn.
10 (Persistent) Shadows weave around a weapon of your choice that you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a range of 20/60. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
11 Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
12 (Persistent) Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage.
13 Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and fall prone.
14 (Persistent) your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total.
15 Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
16 (Persistent) Your eyes can pierce through illusions. You gain truesight to a range of 60 feet.
17 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
18 (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks.
19 You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level.
20 (Persistent) You become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total.
 
Credit to Wizards of the Coast for the original UA Path of the Wild Soul Barbarian   Credit to /u/Hageshii01 for this revised version   None of this is my own content, except for my note(s)

 

Statblocks for your familiars, mounts etc.

SRD

Cat

Tiny beast, unaligned
Armor Class 12
Hit Points 2 1d4
Speed 40ft Climb: 30ft

STR
3 -4
DEX
15 +2
CON
10 0
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 0 (10 XP)


Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 

Statblocks for race/species of the character.

Shifter

Ability Score Increase None
Size Medium
Speed 30ft

Darkvision: 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.   Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.     Subrace: The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.

Languages. Common

Longtooth (Shifter subrace)

Ability Score Increase +2 Str, +1 Dex
Size Tiny
Speed

Fierce: You have proficiency in the Intimidation skill.   Shifting Feature: While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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N3XU5.Beta.

Statblock Type

Character Sheet (Legacy)

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