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Rhu "The Barbarian" Ravian or "Rhubarb"

5 Level (8 EVP/14000 XP for level-up) Guild Artisan Background Half Elf Race / Species / Heritage Lawful Good Alignment
Barbarian
Level 5
Hit Dice: 5/5
1d12+4 Class 1

STR
14
+2
DEX
20
+5
CON
18
+4
INT
12
+1
WIS
14
+2
CHA
14
+2
66
Hit Points
+5
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+5 Dexterity
+7 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+8 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+1 History INT
+8 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+5 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +8 DEX d8+5 Piercing
Attacks
Barbarian Features

Barbarian

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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmoured 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

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.

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.

Primal Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Lvl 4 ASI - Skill Expert
Expertise in Insight
Skill Proficiency Stealth

Level 5 - Extra Attack - 10ft extra Movement

 


Racial Features

Half Elf

Dark Vision:

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.


 


Mark of the Scorned

Wondrous (Tattoo) - Weightless - Soulchain Attunement

A tattoo of Elvish design, runes and markings that dictate your heritage has been etched into your skin. It is a symbol of your forebearers, and your ancestors look on proudly.

Branded

As a reaction to an attack roll being made against you, you can cause a brand to be burned into the creature. Your AC is increased by 2 for attack rolls made by that creature, and if they should miss you, they suffer 1d6 + your Constitution modifier fire damage. This brand remains for 4 rounds, increasing by 1 round if you critically hit the branded creature. In addition if you use your reaction against another creature, the previous brand fades. You can use this effect a number of times equal to your proficiency bonus, regaining all uses after finishing a long rest.

Retaliation

Whenever a creature is under the effects of your Ancestral Protectors class feature, you can use your reaction to make an attack against them if they are within your weapons range and if they damage an ally. You can use this effect a number of times equal to your Constitution modifier, regaining all uses after finishing a long rest.

 

Features & Traits
Mechanical Items

An explorer's pack
Four javelins
Cartographer's Tools (Guild Artisan)
Traveler's clothes
Belt pouch
609gp
Haversack
Guild Member's Card
2 Shortswords
4 Potions of Healing
Greater Healing Potion
Fulcrum Shield
Quiver with 20 arrows
Longbow
2 days of rations
Fulcrum Rapier


Chest in Cabin

35 Additional Arrows
5 Shovels
Climber's Kit
Grappling Hook
Shield
Diamond, Agate, Ruby, (Value 50 gp each)
500 gp
Two Handaxes
Rapier

 


Rhu's Desk

100 gold
Lock of Gira's hair

 


Non Mechanical Items

Glowstick
Rainbow Rave skirt
Cape
Plushie
Blanket

 

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages

Languages
Common, Elvish, Draconic (Half Elf)
Dwarvish (Guild Artisan)

 


Other Proficiencies

Proficiencies
Armor: Light armour, medium armour, shields (Barbarian)
Weapons: Simple and Martial (Barbarian)
Tools: Cartographer's Tools
Saving Throws: Strength and Con Saving Throws (Barbarian)
Survival (Barbarian)
Intimidation (Barbarian)
Perception (Half-Elf)
Acrobatics (Half Elf)
Insight (Guild Artisan)
Persuasion (Guild Artisan)
Athletics (Primal Knowledge)

 

Languages & Proficiencies
General Information

Age:22
Height: 6'0 (183cm)
Weight: 175lbs (80kg)
Young so inexperienced, kinda angsty. Helpful can be a little Naive

 

Personality Traits
To have a net positive impact on the world to give more than you take and to respect tradition. Knowledge and history is important.

Ideals
To be Determined

Bonds
Followed by the spirits of his ancestors (reasoning for Ancestral Guardian)
Short temper when it comes to them being there all the time
Sense of duty so sometimes doesn't try to hard to make connections unless the are beneficial to what he wants to accomplish

Flaws
Wants to eventually find information about his ancestors and why they seem to have an interest in him what his purpose is in their and his own eyes.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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