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Bighstikk Fent-kinul

8 Level (0/48000 XP for level-up) Outlander Background Faerii Orc Race / Species / Heritage Chaotic Neutral Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+4 Class 1

STR
19
+4
DEX
16
+3
CON
18
+4
INT
13
+1
WIS
12
+1
CHA
11
+0
77
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
45
Speed (walk/run/fly)
1 / 1
Relentless Endurance
4 / 4
Rages
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+3 Dexterity
+7 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+10 Athletics STR
+0 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
+4 Rope Tying INT
+4 Chess INT
skills
+4 Medicine WIS
+4 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Halberd +7 STR 1d10+4 slashing
 Heavy, reach, two-handed
Handaxe +7 STR 1d6+4 slashing
 Light, thrown (range 20/60)
Javelin +7 STR 1d6+4 piercing
 Thrown (range 30/120)
Vicious Warhammer +7 STR 1d8+4 bludgeoning
 Versatile (1d10), when you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type
Attacks
Race Features
Darkvision. Accustomed to life in the hellish dimension that is the Faerii Place, you have superior vision in dark and dim conditions. You can see in dim light within 60ft 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 grey.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Eternal Contract. Your deep connection to the Faerii Place has a price. During every long rest, roll 1d20. If a 1 is rolled, you are summoned to an unknown location by an unknown individual. To return, you must complete the task assigned to you. Any items or currency obtained while summoned remain with you after being sent back.

Background Features
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

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 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.

Danger Sense. 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. 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.

Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct. 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.

Instinctive Pounce. As part of the bonus action you take to enter your rage, you can move up to half your speed.

Subclass Features
Spirit Seeker. Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Totem Spirit. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Aspect of the Beast. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Feats
Grappler. You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
-You have advantage on attack rolls against a creature you are grappling.
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Tavern Brawler. Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
-Increase your Strength or Constitution score by 1, to a maximum of 20.
-You are proficient with improvised weapons and unarmed strikes.
-Your unarmed strike uses a d4 for damage.
-When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Features & Traits
HornyToad spine Crysknife
Totem Depicting a HornyToad, with miniturized horns sticking out of it.

Equipment Copper: 162, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Demonic, Elvish
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Cartographer's tools

Languages & Proficiencies
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. There are VERY FEW EXCEPTIONS.

Personality Traits
Nature. The natural world is more important than all the constructs of civilization. (Neutral)

I dissaprove of pollutive practices in the lush Magi, disgracing something so pure and habitable compared to where I was from.

Ideals
I suffer awful visions of the coming armies of Blaze taking over this dimension.

Bonds
There's no room for caution in a life lived to the fullest. YOLO ASF WE BALL

Flaws
passive Perception 14
carrying capacity 570lbs

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

The statblocks of your class features

Player's Handbook

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.   In some barbarians’ tribes, a totem animal is considered 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.
hit dice: 1d12 per level
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per 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 simple weapon

  • An explorer’s pack and four javelins


spellcasting:
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 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 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.   Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10, “Spellcasting.”   Totem Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.   Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.   Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.   Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.   Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.   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.   Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.   Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.   Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.   Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8, “Adventuring,” for rules on travel pace).   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.   Spirit Walker At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.   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.   Totemic Attunement At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.   Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.   Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.   Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.   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 of 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.
subclass options:
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Spirit Seeker, Totem Spirit3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Aspect of the Beast4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Spirit Walker4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Totemic Attunement5+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

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Statblocks for race/species of the character.

Faerii Orc

Faerii Orcs are the descendants of the Orcs that were once banished to the Faerii Place. They have since been enslaved by demons and bred into a much more feral and dangerous variety. These Orcs are ruthless, having unmatched physical abilities and no regard for their own life. Many would regret getting in the way of a Faerii Orc.
ability score increase: +2 STR, +2 CON, -1 WIS
age: Orcs reach maturity around the age of 20 and live to the age of 300
alignment: Chaotic Evil
Size: Medium
speed: 35ft
Languages: Elvish, Demonic
race features:
Darkvision. Accustomed to life in the hellish dimension that is the Faerii Place, you have superior vision in dark and dim conditions. You can see in dim light within 60ft 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 grey.   Bred for Warfare. Your race has been especially bred to fight and your physical capabilities are unmatched. You are proficient in the athletics skill.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.   Eternal Contract. Your deep connection to the Faerii Place has a price. During every long rest, roll 1d20. If a 1 is rolled, you are summoned to an unknown location by an unknown individual. To return, you must complete the task assigned to you. Any items or currency obtained while summoned remain with you after being sent back.

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Level 1 Spells

Player's Handbook

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

Level 2 Spells

Player's Handbook

Beast Sense

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
Available for: Druid, Ranger

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