Remove these ads. Join the Worldbuilders Guild

Snax

Barbarian/Sorcerer 40 Class & Level
Background
Kobold Race
Chaotic Evil Alignment

Strength 23
+6
Dexterity 17
+3
constitution 24
+7
intelligence 16
+3
wisdom 15
+2
charisma 24
+7
Total Hit Dice 40
Hit Die
1d12+7
+7 proficiency bonus
+13 Strength
+3 Dexterity
+14 Constitution
+3 Intelligence
+2 Wisdom
+14 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

 
20
Armor Class
478
Hit Points
+3
Initiative
50
Speed
WeaponRangeHitDamageProperties
Great axe5ft 1d20+13 1d12+6 SlashingHeavy, Two Handed
Great axe (Critical)5ft 1d20+13 4d12+6 SlashingHeavy, Two Handed
Attacks
Armour-
Light Armour, Medium Armour, Heavy Armour, Shields
Weapons-
Simple Weapons, Martial Weapons
Saves-
Strength, Constitution, Charisma
Feats-
War Caster, Great Weapon Master, Tough
Proficiences

Heroes Enabled

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

The statblocks of your class features

Snax, Barbarian/Sorcerer


Hit Points

Hit Dice: d12 per Snax, Barbarian/Sorcerer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Sorcerer Base Features

Sorcerey Points- 30

Regaining Spell Slots-

Level Sorcery Points
1 2
2 3
3 5
4 6
5 7
6 8
7 10
8 11
9 12


Metamagics-

  All

Draconic Bloodline-

Draconic Bloodline- Red

When Casting a fire spell, deal extra damage equal to charisma modifier, can spend 1 sorcery point at that point to gain resistance to fire for 1 hour.

Has wings, flying speed equal to current speed.

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Barbarian Base Features-

Attack twice on attack action

Starting at 2nd level, you can throw aside all concern for defence 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

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.

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.

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.

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.

Infinite rages

Path of the Beserker
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 of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

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.

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 of you. If the creature can see or hear you, it must succeed on a Wisdom 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 of 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.

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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Sword Coast Adventurer's Guide

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 ft.
Components: V, M
Materials: a weapon
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.   On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Sorcerer, Warlock, Wizard

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB: P. 241

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
Available for: Artificer, Sorcerer, Wizard

Player's Handbook 5e

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

PHB pg. 275

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Wizard

XGtE pg. 168

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 Feet
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

Xanathar's Guide to Everything, page 157 & Elemental Evil Player's Companion, page 19

Ice Knife

1-level Conjuration

Casting Time: 1 Action
Range/Area: 60ft + 5ft sphere at target area
Components: S, M
Materials: A drop of water or a piece of ice
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
1d10+3d6 1d10+4d6 1d10+5d6 1d10+6d6 1d10+7d6 1d10+8d6 1d10+9d6 1d10+10d6
Available for: Druid, Sorcerer, Wizard

Basic Rules , pg. 256

Mage Armor

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: A piece of cured leather
Duration: 8 Hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

Player's Handbook 5e

Shield

1-level Abjuration

Casting Time: 1 reaction (which you take when you are hit by an attack or targeted by the magic missile spell)
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

Level 2 Spells

XGtE P. 150 / EE: P. 15 / PotA: P. 233

Aganazzars Scorcher

2-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a red dragon’s scale
Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Wizard

Level 3 Spells

Fire Magic

Fireball

3-level Evocation

Casting Time: 1 Action
Range/Area: 150 feet
Components: V, S, M
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

Level 4 Spells

PHB: P. 217

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Materials: An item distasteful to the target
Duration: Concentration, Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Available for: Paladin, Cleric, Sorcerer, Warlock, Wizard

Intellect Fortress

1-level Illusion

You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.   Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.   Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.   Psychic Parry (1–7 psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.   Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
Available for: Mystic

PHB: P. 285

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a small piece of phosphorus
Duration: Concentration, Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Artificer (Artillerist), Druid, Sorcerer, Wizard

Level 5 Spells

Enervation

5-level Necromancy

Casting Time: 1 Action
Range/Area: 60 ft.
Components: Verbal, Somatic
Duration: Concentration, Up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard

Level 6 Spells

PHB: P. 221

Chain lightning

6-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Available for: Sorcerer, Wizard

Level 7 Spells

PHB: P. 241

Finger of Death

7-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.   A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 272

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100 feet
Components: V, S, M
Materials: a lodestone and iron filings
Duration: Concentration, Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.
All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Available for: Druid, Sorcerer, Wizard

Level 8 Spells

PHB: P. 279

Sunburst

8-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: fire and a piece of sunstone
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.   A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   This spell dispels any darkness in its area that was created by a spell.
Available for: Druid, Sorcerer, Wizard

Level 9 Spells

PHB: P. 283

Time Stop

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Available for: Sorcerer, Wizard

Page: 288 Players Handbook

Wish

9-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:   • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.   • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.   • You grant up to ten creatures that you can see resistance to a damage type you choose.   • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your com panions immune to a lich’s life drain attack.   • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.   You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current     The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Available for: Sorcerer, Wizard

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


Created by

JoeC03.

Statblock Type

Character Sheet (Legacy)

Link/Embed