Remove these ads. Join the Worldbuilders Guild

Joshua Daiyo

Barbarian 6 / Fighter 1 / Druid 2 9 Class & Level
Charlatan Background
Lightfoot Halfing Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 20
+5
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 8
-1
Total Hit Dice 7
Hit Die
1d12+2
+3 proficiency bonus
+4 Strength
+5 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+1 Athletics
+2 Deception
+0 History
+0 Insight
+2 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+3 Perception
-1 Performance
-1 Persuasion
+0 Religion
+8 Sleight of Hands
+5 Stealth
+0 Survival
skills Deception, Intimidation, Perception, Sleight of Hand, proficiencies

 
18
Armor Class
82
Hit Points
+5
Initiative
35
Speed
WeaponAttack RollDamageTypeRange
Elminster's Great Hurling Axe 1d20!+4 1d12+1 / 3d8 Slashing / BludgeoningA line up to 90 feet
+1 Rapier 1d20+9 1d8+6 Slashing5 ft
Great Axe 1d20+4 1d12+1 Slashing5 ft
Attacks
Disguise kit, Forgery kit

3 Rages

Rage

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 +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.


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.
Proficiences
Rapier +1
Levitating Shield
Utility Belt (3 weapons)
Immovable Rod
Great Axe
Silver flame Amulet

Leonardo's Cloak
A singed tricorn hat
A deck of marked cards
Water bottle
3 pristine imp tails
7 locks

Equipment

Second Chance

Fortune favors you when someone tries to strike you. You gain the following benefits:

Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.

When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Charlatan Background

You have been created the second identity which does include documentation, established acquaintance and also disguises which is allow you to assume that persona. Moreover, you can forge documents additionally, including the official papers and also personal letters, as long as you have seen an instance of the kind of document or the handwriting which is you are trying to copy.
Features & Traits

Heroes Enabled

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

Elminster's Great Hurling Axe

Weapon

Uncommon Transmutation Requires Attunement

This great axe has been modified by Elminster to better suit the user in dire needs and is considered as a magical weapon. The handle is crafted with reinforced steel with the 0head designed to be propelled out as a bombardment.

When you choose to expel the axe head, this weapon is under the effect of the Catapult spell. The axe head flies in a straight line up to 90 feet in a direction of your choosing before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

You can spend an Action to reattach the head using your Action, Bonus Action, Reaction, or Object Interaction.

Type Damage Damage Range
Martial Melee 1d12 + Strength modifier Slashing up to 90 feet


+1 Rapier

Weapon

Uncommon

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

Type Damage Damage Range
Martial Melee 1d8 +1 + Dexterity modifier Slashing


Elminster's Levitating Shield

Armor (Shield)

Rare Transmutation Requires Attunement

This bronze arm bracelet is a manufactured product of STEPP with a emerald gem crystalized in the center. While wielding the bracelet, you can use a Bonus Action to cause a shield of pure magic to expand or contract a shield from the crystal. When the shield is active the wearer gains +2 AC.

While this shield is active, it is blessed with the power of levitation and you can command it to start levitating. The shield is then under the effect of the Levitate spell. The attuned person ride the shield and direct the shield.

While riding the shield, the wearer has loses -2 AC but gains +20ft to movement. This shield may be thrown to provide half-cover to a Medium-Sized or smaller creature. The shield also has a throwing range of 20/60 ft.

The effect of Levitate only activates at the command of the attuned person.

You can use this feature twice per day. The shield regains all uses at dawn.

Type AC STR Req. Stealth Dis.
Shield No


Immovable Rod

Adventuring Gear Uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success

Weight: 2lb


 

Blessing of the Silver Flame

Adventuring Gear

Uncommon Enchantment

Silver

You are blessed by this amulet. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 and add the number rolled to the attack roll or saving throw. 

Once used, the amulet cannot be used until the next dawn.


The statblocks of your class features

Barbarian: Path of the Ancestral Guardian


Hit Points

Hit Dice: d12 per Barbarian: Path of the Ancestral Guardian 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: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.   A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.   Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.   These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.   For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.


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 armour:
  • 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.  

Unarmoured Defence

While you are not wearing any armour, your Armour 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 defence 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 armour.  

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 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.  

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.


Starting Equipment

• Choose: a greataxe; or any martial melee weapon   • Choose: two handaxes; or any simple weapon   • An explorer’s pack and four javelins


Subclass Options

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.  

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.


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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Halfling (Lightfoot)

Ability Score Increase +2 Dex, +1 Cha
Size Small
Speed 25ft.

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.   Age. A halfling matures at the same as humans and generally lives up to 120 years.   Size. Halflings average about 3 feet tall and weight about 40 pounds.   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.   Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Languages. You can speak, read, and write Common.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

XGtE P. 164 / EE: P. 21 / PotA: P. 239

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
 
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

XGtE P. 152 / EE: P. 16 / PotA: P. 234

Control Flames

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Instantaneous or 1 hour

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous
Available for: Druid, Sorcerer, Wizard

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 239

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

Wild Cunning

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.   • If there is edible forage within range, you know it and where to find it.   • If there is clean drinking water within range, you know it and where to find it.   • If there is suitable shelter for you and your companions with range, you know it and where to find it.   • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.   • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Available for: Druid, Ranger

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


Created by

Nymphas.

Statblock Type

Character Sheet (Legacy)

Link/Embed