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Yufenhagen Stormflight

5 Level (0/14000 XP for level-up) Entertainer Background Owlin Race / Species / Heritage Chaotic Evil Alignment
Barbarian
Level 5
Hit Dice: 5/5
1d12+3 Class 1

STR
18
+4
DEX
14
+2
CON
16
+3
INT
9
-1
WIS
12
+1
CHA
12
+1
49
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40/80/40
Speed (walk/run/fly)
3 / 3
Rage (+2)
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+2 Dexterity
+6 Constitution
-1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+10 Athletics STR
+1 Deception CHA
-1 History INT
+1 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+4 Perception WIS
+4 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glaive +7 STR 1d10+4 Slashing
 Heavy, reach, two-handed
Spear +7 STR 1d6+4 Piercing
 Thrown (20/60), versatile (1d8)
Javelin +7 STR 1d6+4 Piercing
 Thrown (30/120)
Sling +7 STR 1d4+4 Bludgeoning
 Ammunition (30/120)
Attacks
Darkvision: You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages
  • Common
  • Dwarvish
  • Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Disguise kit, flute

    Languages & Proficiencies
    I love a good insult, even one directed at me.
    I love to trade banter and gibes.
    Obstacles exist to be overcome.

    Personality Traits
    Might. In life, the stronger force wins. (Evil)

    Ideals
    My old gang sold me out for a fat load of cash. I've since dedicated my life to hunting them down.

    Bonds
    I will never fully trust anyone other than myself.
    It is nature's way that the strong thrive and the weak perish.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Barbarian (Storm Herald)


    Hit Points

    Hit Dice: d12 per Barbarian (Storm Herald) level
    Hit Points at first Level: 12 + your Constitution modifier
    Hit Points at Higher Levels: 1d12 + your Constitution modifier per barbarian level after 1st (roll is minimally a 2)

    Proficiences

    Armor: Light, Medium, Shields
    Weapons: Simple, Martial
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

    Overview & Creation

    Level Proficiency Bonus Features Rages Rage Damage
    1 +2 Rage, Unarmored Defense 2 +2
    2 +2 Reckless Attack, Danger Sense 2 +2
    3 +2 Primal Path: Storm Herald, Path Feature : Storm Aura 3 +2
    4 +2 Ability Score Improvement 3 +2
    5 +3 Extra Attack, Fast Movement 3 +2
    6 +3 Path Feature : Storm Soul 4 +2
    7 +3 Feral Instinct 4 +2
    8 +3 Ability Score Improvement 4 +2
    9 +4 Brutal Critical (1 die) 4 +3
    10 +4 Path Feature : Shielding Storm 4 +3
    11 +4 Relentless Rage 4 +3
    12 +4 Ability Score Improvement 5 +3
    13 +5 Brutal Critical (2 dice) 5 +3
    14 +5 Path Feature : Raging Storm 5 +3
    15 +5 Persistent Rage 5 +3
    16 +5 Ability Score Improvement 5 +4
    17 +6 Brutal Critical (3 dice) 6 +4
    18 +6 Indomitable Might 6 +4
    19 +6 Ability Score Improvement 6 +4
    20 +6 Primal Champion Unlimited +4

     


    Class Features

    Level 1

    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.  

    Level 2

    Danger Sense

    At 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.  

    Reckless Attack

    Starting at 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.  

    Level 3

    At 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. For info on the subclass see Info  

    Storm Aura

    When you select this path at 3rd level, 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 below. 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. When this effect is activated, 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. When this effect is activated, 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. When this effect is 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 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.  

    Level 4

    Ability Score Improvement

    When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

    Level 5

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.  

    Level 6

    Storm Soul

    At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. 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, as described in the Dungeon Master's Guide. 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.  

    Level 7

    Feral Instinct

    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.  

    Level 8

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 9

    Brutal Critical

    Beginning at 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.  

    Level 10

    Shielding Storm

    At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.  

    Level 11

    Relentless Rage

    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.  

    Level 12

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 13

     

    Level 14

    Raging Storm

    At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   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 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.  

    Level 15

    Persistent Rage

    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.  

    Level 16

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 17

     

    Level 18

    Persistent Rage

    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.  

    Level 19

     

    Level 20

    Primal Champion

    At 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


    Starting Equipment

    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 simple weapon
    • An explorer's pack and four javelins

     


    Subclass Options

    Barbarian: Path of the Storm Herald

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

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