Sodo Fram | All Grand Spanking New Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sodo Fram

1 Level (0 of 300 XP for level-up) Barbarian Class Subclass Halfling Race Alignment
Strength 15
+2
Dexterity 13
+1
Constitution 15
+2
Intelligence 11
+0
Wisdom 7
-2
Charisma 14
+2

+1
Initiative
11
Armor Class
+0
Spell Attack Modifier

Spell Save DC: NONE
Hit Dice: 1 of 1
Hit Die: 1d12 +2
25ft
Speed (walk/run/fly)
2
Rage
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
-2 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
-2 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+2 Deception CHA
+0 History INT
-2 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
-2 Medicine WIS
+0 Nature INT
-2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-2 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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Barbarian

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 Unlimited +4
Hit Dice: 1d12 per Barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points At Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, 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) any simpIe weapon
  • An explorer's pack and four javelins
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 bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • 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 number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
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.
Reckless Attack - 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.
Danger Sense - 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.
Primal Path - 3rd Level
You choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement - 4th Level
When you reach 4th level, and again at 8th, 12th, 16th, and 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack -5th Level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement - 5th Level
Your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct - 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.
Brutal Critical - 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.
Relentless Rage - 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.
Brutal Critical - 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.
Persistent Rage - 15th Level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Brutal Critical - 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 - 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.
 
Primal Champion - 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.

Primal Paths

Path of the Ancestral Guardian

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Path of the Battlerager

Path of the Battlerager

Known by many as the cracked hammer or the screaming idiot on the battlefield, they are warriors that care little for self-preservation and charge headlong into the most dangerous of foes regardless of the chances of success but when under disciplined leadership they make an effective force that fears nothing. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Path of the Beast

Path of the Beast

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.   Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.
Path of the Berserker

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Path of the Storm Herald

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.   Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Path of the Totem Warrior

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.   Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Path of Wild Magic

Path of Wild Magic

As folk of deep feeling, barbarians are especially susceptible to the wild influences of the world, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Path of the Zealot

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.   A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

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Halfling

Ability Score Increase +2 Dex
Size Small
Speed 25ft

Ability Score Increase. Your Dexterity score increases by 2.
  Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
  Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  Brave. You have advantage on saving throws against being frightened.
  Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
  Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

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NJ147.

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