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Razor Dunraven

Barbarian - Path of the Storm Herald 3 Class & Level
Mercenary Veteran Background
Human Race
Lawful Neutral Alignment

Strength 13
+1
Dexterity 16
+3
constitution 15
+2
intelligence 10
+0
wisdom 1
-5
charisma 12
+1
Total Hit Dice 3
Hit Die
1d12+2
+2 proficiency bonus
+3 Strength
+3 Dexterity
+4 Constitution
+0 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
-1 Animal Handling
+0 Arcana
+3 Athletics
+1 Deception
+0 History
-1 Insight
+3 Intimidation
+0 Investigation
-1 Medicine
+0 Nature
+1 Perception
+1 Performance
+3 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
-1 Survival
skills Strength, Constitution, Acrobatics, Athletics, Intimidation, Perception, Persuasion proficiencies

 
15
Armor Class
30
Hit Points
+3
Initiative
40
Speed
WeaponAttackDamageTypeSpecial
Javelin 1d20+3 1d6+1 PiercingThrown (range 30/120)
Scimitar 1d20+5 1d6+3 SlashingFinesse, Light
Dagger 1d20+5 1d4+3 PiercingFinesse, Light, Thrown(range 20/60)
Attacks
Tools: Dice sets
Vehicles: Land
Weapons: Martial, Simple
Armour: Light, Medium, Shields
Languages: Common, Elvish
Proficiences
Explorer's Pack
Equipment
I don't talk much but when I do, I prefer to let my fists do the talking for me.
Personality Traits
"In Everything, Honour" - I bring honour to my family by honouring those who pay me.
Ideals
The Dunraven Way - I owe my allegiance to the family business and whatever contract I am currently bound to.
Bonds
I don't have an opinion on most things unless it directly affects my ability to do my job. Body guards should be known for their protective skills, not their conversational skills.
Flaws
BONUS ACTIONS
-Rage: Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage. Lasts 1 minute (6 turns,) can use 3 times per long rest.
-Storm Aura Effect: While raging you can activate your Storm Aura's effect as a bonus action on each turn. The effect of your chosen element are the following
-Desert: When activated, all other creatures in your aura take 2 fire damage each. The damage increases to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
-Sea: When activated you can choose one other creature in your aura that you can see. The target must make a DEX saving throw and takes 1d6 lightning damage on a fail or half as much damage on a success. The damage increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
-Tundra: When activated each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level

FEATS
-Mobile: You are exceptionally speedy and agile; increase your movement speed by 10 feet. When using the dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

FEATURES
-Reckless Attack: Advantage on melee attacks using Strength, attacks against you have advantage as well.
-Storm Aura: 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, sea, or tundra. Your aura's effect depends on that chosen environment as detailed under "bonus actions". You can change your environment choice when you gain a barbarian level. If your aura's effects require a saving throw, the DC equals 8 + your proficiency modifier + your CON modifier.

OTHER TRAITS
-Mercenary Life. You know the mercenary life as only someone who has experienced it can. You are able identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
Features & Traits

Heroes Enabled

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

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 SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

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

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Path of the Storm Herald


Hit Points

Hit Dice: d12 per Path of the Storm Herald 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

Storm Aura

Starting at 3rd level, you emanate an 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, sea, or tundra. Your aura's effect depends on that chosen environment. 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: 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: 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.
  • Tundra: Each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase 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.
 

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active.  
  • Desert: You gain resistance to fire damage, and you don't suffer the effects of extreme heat. 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.
  • Tundra: You gain resistance to cold damage, and you don't suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
 

Shielding Storm

At 10th level, each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.  

Raging Storm

At 14th level, the power of the storm grows mightier.  
  • 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.
  • Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Mercenary Veteran

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.) Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.   Mercenaries of the North Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested. The Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes.

Skill Proficiencies Athletics, Persuasion
Tool Proficiencies One type of gaming set, vehicles (land)
Equipment
  • A uniform of your company (traveler's clothes in quality)
  • an insignia of your rank
  • a gaming set of your choice
  • and a pouch containing the remainder of your last wages (10 gp).

Features

Feature: Mercenary Life You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Suggested Characteristics

Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.   Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.


Source: SCAG, page 152

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 Strength, +1 Dexterity, +1 Consitution, +1 Intelligence, +1 Wisdom, +1 Charisma
Size Medium
Speed 30 feet

Age - Humans reach adulthood in their late teens and live less than a century.   Alignment - Humans tend towards no particular alignment. The best and worse are found among them.

Languages. Common +1 of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Jaxe Hall.

Statblock Type

Character Sheet (Legacy)

Link/Embed