Galegar Torros | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Galegar Torros

Fighter 2 / Barbarian 1 3 Class & Level
Outlander Background
Half-Giant Race
Neutral GOOD Alignment

Strength 16
+3
Dexterity 14
+2
constitution 16
+3
intelligence 12
+1
wisdom 10
+0
charisma 8
-1
Total Hit Dice 3
Hit Die
1d12+3
+2 proficiency bonus
+5 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+5 Athletics
-1 Deception
+1 History
+0 Insight
-1 Intimidation
+1 Investigation
+0 Medicine
+3 Nature
+2 Perception
-1 Performance
-1 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 
18
Armor Class
33
Hit Points
+2
Initiative
35
Speed
Alberd 1d20+5 1d10+3 , Heavy, Reach, Two-Handed, Slashing
Handaxe 1d20+5 1d6+3 , Light, Thrown, Slashing - Range: 20ft./60ft.,
Quaterstaff 1d20+5 1d6+3 , Versatile, Bludgeoning
Quaterstaff 1d20+5 1d8+3 , Versatile, Bludgeoning
Longbow 1d20+4 1d8+2 , Ammunition, Heavy, Range, Two-Handed, Piercing - Range:150ft./600ft.
Raging:
Alberd 1d20+5 1d10+5 , Heavy, Reach, Two-Handed, Slashing
Handaxe 1d20+5 1d6+5 , Light, Thrown, Slashing - Range: 20ft./60ft.,
Quaterstaff 1d20+5 1d6+5 , Versatile, Bludgeoning
Quaterstaff 1d20+5 1d8+5 , Versatile, Bludgeoning
Attacks
Arrows
Backpack
Bedroll
Clothes, Traveler's
Halberd
Handaxe
Hunting Trap
Longbow
Mess Kit
Quarterstaff
Rations (1 day)
Rope, Hempen (50 feet)
Shield
Spiked Armor
Tinderbox
Torch
Waterskin
Equipment
I was, in fact, raised by a Bear.
I have a strong code of honor or sense of propriety that others don’t comprehend.
I begin or end my day with small traditional rituals that are unfamiliar to those around me.
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.

Personality Traits
Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Glory. I must earn glory in battle, for myself.
Ideals
I suffer awful visions of a coming disaster and will do anything to prevent it.
An injury to the unspoiled wilderness of my home is an injury to me.
Bonds
I have a weakness for the exotic beauty of the people of these lands.
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
I am slow to trust members of other races, tribes, and societies.
Flaws
Fighting Style.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Features & Traits

Heroes Enabled

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

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


 

DnD 5e SRD SRD

Halberd

Melee Weapon Heavy, Reach, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Slashing Heavy, Reach, Two-Handed

Cost: 20 gp Weight: 6 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

SCAG

Spiked Armor

Armor Rare

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Type AC STR Req. Stealth Dis. Properties
Medium 14
Type Damage Damage Range Properties
None 1d4 Piercing melee

Cost: 75gp Weight: 45lbs


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con Mod
Hit Points at Higher Levels: 1d12 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Class Features

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 o f 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

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.  

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.  

Primal Path

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.  

Ability Score Improvement

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.  

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.  

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.  

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.  

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous w ounds. 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.  

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.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total.  

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

• (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

Path of the Beserker

Frenzy

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

Mindless Rage

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.  

Intimidating Presence

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 o f you. If the creature can see or hear you, it must succeed on a W isdom 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 o f 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.  

Retaliation

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.  

Path of the Lunatic

Shattered Soul

At 3rd level when you select this path, you gain resistance to psychic damage. Additionally, it is not entirely clear if you are actually carrying a weapon or not; those around you aren't entirely sure if your weapons are real, or if your hands are empty when you attack. While raging, you may have your weapon deal psychic damage instead of its normal damage type.  

Astral Impressions

Your insanity allows you to see the emotional imprints of people, creatures, and objects. At 6th level, while raging or by willingly becoming insane for 1 minute, you gain the ability to sense the emotions of creatures and emotionally charged objects or sites that you can see in the Material Realm or Border Ethereal plane. This emotional sense is usually limited to a word or short phrase: “rage,” “betrayal,” “grief for her child,” “joy,” and “relief at escaping” are common examples. For objects to be sensed, they must carry a strong emotional impression, such as from being wielded or held by a creature of intense and consistent emotion, such as a dragon’s greed embodied in a particularly prized object, a warlord’s flame of glory distilled into her sword or a monster’s xenophobia encapsulated in one of its magical protections.   You may use this ability to attempt to perceive emotional creatures or objects you cannot see on the Material Plane or in the Border Ethereal. As a bonus action while raging or as an action you may take while insane, you can search for emotions within 30 feet of you. You can’t detect constructs, emotionless creatures (such as mindless undead), or any creature with a Charisma of 3 or lower using this ability. While raging, you may add your proficiency bonus to damage rolls made against creatures and objects perceived in this way.  

Cursed Prophecy

While mists of madness swirl through your mind, they part the mists of temporal and planar boundaries, and you gain glimpses of the future, of far realms, and of the long distant past swirled together with your own memories and emotions. Starting at 10th level, at the end of your rage, you may cast the spell contact other plane. These visions are intelligible to you and you alone; however, when describing your visions to anyone else or when writing them down, you may only use words that have little or no relation to what you saw, and the sentences you use should be garbled and cryptic.   For example, if you learn about the location of an ancient magical item of great power, you might describe what you saw exclusively in anatomical terms: “a heart beating under the mountain’s skin, near the weeping eyes of the sky and sea!” – or in mythological analogy: “I saw Ares dive into the bloody mouth of Scylla’s seventh head, and smelt her heart into a needle of light while she vomited stone and flame.” You may not use this feature again until the end of a long rest.  

Insane Reality

At 14th level, your insanity becomes so intense that it blurs the line between the world of physical reality and dreams. Your strikes can now hit incorporeal beings and beings in the Border Ethereal that you can perceive. Also, you may speak and interact with these creatures as if you were on the same plane, though your physical form remains on the Material Plane. While insane, you may take actions to interact with these creatures, including movement.  

Path of the Storm Herald

Storm Aura

Starting 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 or sea. 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.  

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.  

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 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.  
 


LevelProficiencyBonus FeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Fighter, Martial Archetype: Brute


Hit Points

Hit Dice: d10 per Fighter, Martial Archetype: Brute level
Hit Points at first Level: 10
Hit Points at Higher Levels: 6

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview & Creation

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.   A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.   A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.   All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.   Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.   Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.   Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.


Class Features

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.   Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.   Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.   Extra Attack Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.   The number of attacks increases to four when you reach 20th level in this class.   Extra Attack At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack


Spellcasting

None


Subclass Options

*Brute*   Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.   Brute Features Fighter Level   Feature: 3rd Brute Force 7th Brutish Durability 10th Additional Fighting Style 15th Devastating Critical 18th Survivor   Brute Force Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.   Brute Bonus Damage Fighter Level|Damage Increase 3rd| 1d4 10th| 1d6 16th| 1d8 20th| 1d10   Brutish Durability Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.   Additional Fighting Style: At 10th level, you can choose a second option from the Fighting Style feature.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of your bonus action attack.   Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.   Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.


10Fighting Style, Second Wind
2300Action Surge (single use)
3900Martial Archetype
42,700Ability Score Improvement
56,500Extra Attack (1)
614,000Ability Score Improvement
723,000Martial Archetype Feature
834,000Ability Score Improvement
948,000Indomitable (one use)
1064,000Martial Archetype Feature
1185,000Extra Attack (2)
12100,000Ability Score Improvement
13120,000Indomitable (two uses)
14140,000Ability Score Improvement
15165,000Martial Archetype Feature
16195,000Ability Score Improvement
17225,000Action Surge (two uses), Indomitable (three uses)
18265,000Martial Archetype Feature
19305,000Ability Score Improvement
20355,000Extra Attack (3)

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Bertrand.

Statblock Type

Character Sheet (Legacy)

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