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Johnny Jonathon

8 Level (0/48000 XP for level-up) Soldier Background Dwarf (Hill) Race / Species / Heritage Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+5 Class 1

STR
20
+5
DEX
16
+3
CON
20
+5
INT
13
+1
WIS
15
+2
CHA
13
+1
109
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
3 / 3
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+3 Dexterity
+8 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+1 Deception CHA
+1 History INT
+2 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +8 STR 2d6+5+5 bludgeoning
Handaxe +8 STR 1d6+5+5 slasing
Javelin +8 STR 1d6+5+5 piercing
Attacks
Class 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 Defence
    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.

    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. (Animal Handling)

    Path of the Zealot
    Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

    A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

    Divine Fury
    Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

    Warrior of the Gods
    At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

    Ability Score Increase - Level 4
    You gain a +1 to your Dexterity and Constitution score.

    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.

    Fanatical Focus
    Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

    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.

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

    Fighting Initiate - Level 8
    Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

    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.

    Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.


    Racial Features | Dwarf (Hill):
    Dwarven Resilience
    You have advantage on saving throws against poison, and you have resistance against poison damage.

    Tool Proficiency
    You gain proficiency with the artisan's tools of your choice: Smith's Tools.

    Stone Cunning
    Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Dwarven Toughness
    Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

    Features & Traits
    Maul, (x2) Handaxes, Explorer's Pack, (x4) Javelins

    An insignia of rank, a trophy taken from a fallen enemy (broken blade), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Armour: Light and Medium Armour, Shields
    Weapons: Simple and Martial Weapons
    Tools: Smith's Tools, Dragon Chess, Land Vehicles
    Languages: Common and Dwarvish

    Languages & Proficiencies


    ™ & © 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.

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