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Aergranon Dragonshide Thalgrutani

Barbarian 3 Class & Level
Zeo Empire Background
Goliath Race
Lawful Neutral Alignment

Strength 20
+5
Dexterity 20
+5
constitution 20
+5
intelligence 15
+2
wisdom 16
+3
charisma 10
+0
Total Hit Dice 3
Hit Die
1d12+5
+2 proficiency bonus
+7 Strength
+5 Dexterity
+7 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+2 Arcana
+7 Athletics
+0 Deception
+2 History
+3 Insight
+0 Intimidation
+2 Investigation
+3 Medicine
+5 Nature
+5 Perception
+0 Performance
+0 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+5 Survival
skills Athletics (Race), Nature (Class), Perception (class), Survival (Origin)   Stength and Constitution proficiencies

 
20
Armor Class
47
Hit Points
+5
Initiative
40
Speed
Attacks
Light and Medium Armor, Simple and Martial Weapons, Shields.
Embalmed Leg (Hammer)

Languages: Goliath, Common, Draconic?
Proficiences
Seemingly glass hammer with a leg inside shaped like a leg named the "Embalmed Leg"
Thick fur coat


Equipment
Zinogre mount (Will ask about stygian)
Bonds
Tough Feat (recieved from the spirits of dragons)
Mobile (Recieved for surviving first encounter)

Evolution: The first time you take damage from an element of acid, cold, fire, lightning, or thunder. You can capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.You can only use this ability Twice Per Long Rest.

(Dragon Vow) Devor the Weak : When you or an ally kill a creature subject to true combat, you can use your reaction to create a pool of smog on it’s corpse, which is consumed. Once; consumed get healed for Prof + Str or Con Mod. This Vow can use this a number of times equal to your proficiency modifier. Regain all charges on a long or short rest.

Evolved vow: ignore 5 levels of exhaustion.


Features & Traits

Heroes Enabled

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

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

Path of the Totem Warrior


Hit Points

Hit Dice: d12 per Path of the Totem Warrior level
Hit Points at first Level: See Barbarian
Hit Points at Higher Levels: See Barbarian

Proficiences

Armor: See Barbarian
Weapons: See Barbarian
Tools: See Barbarian
Saving Throws: See Barbarian
Skills: See Barbarian

Subclass Options

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.

 

Path of the Ancestral Guardian


Hit Points

Hit Dice: d12 per Path of the Ancestral Guardian level
Hit Points at first Level: See Barbarian
Hit Points at Higher Levels: See Barbarian

Proficiences

Armor: See Barbarian
Weapons: See Barbarian
Tools: See Barbarian
Saving Throws: See Barbarian
Skills: See Barbarian

Subclass Options

Ancestral Protectors

At 3rd level, while you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

Spirit Shield

Beginning at 6th level, if you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

Consult the Spirits

At 10th level, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, it invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.  

Vengeful Ancestors

At 14th level, when you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Goliath

Ability Score Increase +2 Strength, +1 Constitution
Size Medium
Speed 30ft

Age: Goliaths live as long as humans, and age as fast. Meaning, they reach adulthood at age 18, and can live as long as 100 years old.   Alignment: Usually Lawful neutral   Height: Goliaths can range from 7ft-8ft tall and weigh 280lbs-340lbs   Natural Athlete: You have proficiency in the Athletics skill.   Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Languages. Common, Giant

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Applejack_Daniels.

Statblock Type

Character Sheet (Legacy)

Link/Embed