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War Path

Barbarian 8 Class & Level
Soldier Background
Simic Hybrid Race
N Alignment

Strength 21
+5
Dexterity 16
+3
constitution 20
+5
intelligence 11
+0
wisdom 14
+2
charisma 13
+1
Total Hit Dice 8
Hit Die
1d12+5
+3 proficiency bonus
+8 Strength
+3 Dexterity
+8 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+0 Arcana
+8 Athletics
+2 Deception
+0 History
+2 Insight
+5 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills Simple martial weapons, bone dice, land vehicles. proficiencies

 
19
Armor Class
98
Hit Points
+3
Initiative
40
Speed
Attacks
I’m haunted by memories of war. I can’t get the images of violence out of my mind.
Personality Traits
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
Ideals
Those who fight beside me are those worth dying for.
Bonds
My hatred of my enemies is blind and unreasoning
Flaws
Tavern • You are proficient with all improvised weapons.

• Your unarmed strike uses a d4 for damage.

• When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Features & Traits

Heroes Enabled

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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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Simic Hybrid

Ability Score Increase +2 Con, +1 any one other
Size Medium
Speed 30 ft.

Age. Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
Alignment. Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.
Darkvision. 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.
Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Nimble Climber. You have a climbing speed equal to your walking speed.
Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action , you can use one of them to try to grapple a creature. Each one is also a natural weapon , which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you ca n try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment. Carapace. Your skin in places is covered by a thick she ll. You gain a +1 bonus to AC when you're not wearing heavy armor.
Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier+ your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken.

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Created by

Havic.

Statblock Type

Character Sheet (Legacy)

Link/Embed