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Ethios A'Flestii

Barbarian 3 Class & Level
Entertainer (Yeah) Background
Half Elf Race
Neutral Good Alignment

Strength 15
+2
Dexterity 13
+1
constitution 15
+2
intelligence 9
-1
wisdom 10
+0
charisma 15
+2
Total Hit Dice 3
Hit Die
1d12+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
-1 Arcana
+4 Athletics
+4 Deception
-1 History
+2 Insight
+4 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+0 Perception
+4 Performance
+2 Persuasion
-1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
13
Armor Class
35
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamage
Maul1d20+42d6+2 (Bludgeoning)
Handaxe1d20+41d6+2 (Slashing)
Javelin1d20+41d6+2 (Piercing)
Windmill Longsword1d8+2
Attacks
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Languages: Common, Elvish, Celestial
Tools: Disguise Kit, Viol
Proficiences
1st Level: Speak With Animals (R)
2nd Level: Beast Sense (R)
Spellcasting
Backpack with bedroll, mess kkit, tinderbox, 10 torches, 10 days of rations, 1 waterskin, 50 feet of hempen rope, a maul, 2 handaxes, 4 javellins, and 15gp DEED TO WINDMILL
Equipment
Boisterous and confident, whenever I come to a new place, I collect local rumors and spread gossip.
Personality Traits
Community: Through hard work and cooperation any community can become as idealized as my home.
Ideals
I would do anything for my homeland.
Bonds
I'll do anything to win fame and renown.
Flaws
Racial Traits: Half-Elf (+2 Charisma and +1 to two other ability scores of my choice)
Skill Versatility: I gain proficiency in two skills of my choice.

Class Features: Totem Warrior, level 3:
◆ Rage (Barbarian 1, PHB 48) [+2 melee damage, 3× per long rest]
Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min
Adv. on Strength checks/saves (not attacks resistance to bludgeoning/piercing/slashing
Stops if I end turn without attacking or taking damage since last turn, or unconscious
◆ Unarmored Defense (Barbarian 1, PHB 48)
Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield
◆ Danger Sense (Barbarian 2, PHB 48)
Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated)
◆ Reckless Attack (Barbarian 2, PHB 48)
Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn
◆ Spirit Seeker (Path of the Totem Warrior 3, PHB 50)
I can cast Beast Sense and Speak with Animals as rituals (PHB 217 & 277)
◆ Bear Spirit (Path of the Totem Warrior 3, PHB 50)
While raging, I have resistance to all damage types except psychic
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Maul

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 2d6 Bludgeoning Heavy, Two-Handed

Cost: 10 gp Weight: 10 lb


 

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

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 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

Path of the Totem Warrior


Hit Points

Hit Dice: d12 per Path of the Totem Warrior 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

Spirit Seeker

You gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.  

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 that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.   Your totem animal might be an animal related to those listed here but more appropriate to your homeland.  
  • Bear: While raging you have resistance to all damage except psychic damage.
  • Eagle: While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.
  • 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.
  • Elk: While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
  • Tiger: While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
 

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: 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 can see up to 1 mile away with no difficulty. You are 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 can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
  • Elk: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
  • Tiger: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
 

Spirit Walker

At 10th level, you can cast the Commune With Nature spell, but only as a ritual.  

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.
  • Elk: While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
  • Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half Elf

Ability Score Increase +2 Cha, and two other ability scores of your choice +1
Size Medium
Speed 30 ft

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.  

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.  

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.  

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.  

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.   Age Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Alignment Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.   Size Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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 gray.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Speak with Animals

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

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.

Class(es): Bard, Druid, Ranger

Level 2 Spells

Beast Sense

2-level Divination (ritual)

Casting Time 1 Action
Range Touch
Duration Concentration, 1 Hour
Components S

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.
 

Class(es): Druid, Ranger

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


Created by

Peaty.

Statblock Type

Character Sheet (Legacy)

Link/Embed