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Pāmpu Opheodrys

8 Level (0/48000 XP for level-up) God Touched Background Hell-Touched Aasimar Race / Species / Heritage Neutral Evil Alignment
Barbarian (Zealot)
Level 5
Hit Dice: 5/5
1d12+4 Class 1
Fighter (SoE)
Level 3
Hit Dice: 3/3
1d10+4 Class 2

STR
22
+6
DEX
17
+3
CON
19
+4
INT
14
+2
WIS
17
+3
CHA
10
+0
98
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
3 / 3
Rage
1 / 1
Action Surge
Spellcasting ...
+3 Attack mod
CHA Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+9 Strength
+3 Dexterity
+7 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+12 Athletics STR
+3 Deception CHA
+2 History INT
+6 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great Warhammer +9 STR 2d6+6 Bludgeoning
 Heavy, Two-Handed
Handaxe +9 STR d6+6 Slashing
 Light, Thrown (20/60)
Hammer of Kreidarr +9 STR 1d6+6 Thunder
 Light, Thrown (60)
Attacks

Spell Book

Starting stats: 16-STR/13-DEX/15-CON/12-INT/13-WIS/13-CHA
Racials
Extra Language - Celestial
ASI - +2 CON, +1 STR and +1 CON (Background)
Class Skill Proficiencies: Athletics, Intimidation
Background Proficiencies: Insight & Deception

Traits
Darkvision
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.
Opposing Resistances
After a long rest you must choose to have two of the following resistances for the day: fire, radiant, and necrotic.
Transferring Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level, though you lose half the amount of hit points as you heal rounding down. Once you use this trait, you can't use it again until you finish a long rest.
Broken Light
You know the prestidigitation cantrip. Charisma is your spellcasting ability for it.
Consuming Soul
Starting at 3rd level, you can use your action to unleash the divine and infernal energy within yourself, causing one eye to glimmer with darkness and the other with a pure light as one glorious wing of divine power and one darkened skeletal wing sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. When you transform, choose whether you are leaning more toward the divine or infernal side of yourself. If divine the extra damage that you deal is radiant, if you choose infernal the extra damage you deal is necrotic. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Paradox (The Forbidden Lands) & Background
The lands of Paradox are unforgiving, though the wild surges of power give all that hail from there an increase to their skills and knowledge. Each character that starts from Paradox gains a +1 to any stat of their choice and gains proficiency in any skill, but at the cost of never gaining proficiency with a skill opposite to the one chosen. (Insight lose Arcana prof chance)

God Touched
A God saw potential in you while wading through the Paradox and have given you favor with them at the cost of needing to obey each and every of their commands. Failing to do so ranges from minor detriments to death upon failure to comply.
Feats
Great Hammer Mastery
Gaining the ability to use a great hammer to its utmost efficiency you have found the best way to bring about the heavy weapon. You gain the following benefits:
-Increase your Strength by 1, to a maximum of 20.
-Allows you to spin about the heft of the hammer to bring it down for major effect. You may take a -2 to hit to increase the damage die by one level. (I.E. 2d6 -> 2d8)
-As a bonus action you can attempt to shove with the hammer, if you had hit that target with an attack you gain advantage in this opposed check. You can only do this against a creature one size larger than yourself or smaller.

Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice. (+1 DEX) (+2 STR from ASI increase at 4 as well (homebrew shit))

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Prof: Stealth, Expertise: Athletics)

Boons
Sas's Boon
While within the eye of the storm you found what sounded like music, eventually making your way to a clearing you found an interesting looking individual that offered you power in exchange for service. They gestured out with a blood red orb, as you grasped it you felt the power course through you though you are now tethered to the creature only known as Sas. Each time you score a critical hit instead of dealing two times dice in damage, you now deal three times dice in damage.

Dishonor's Boon
Dance of Destruction
While you are raging the true force of change flows within you ready to burst out when needed as a specialized version. Now you may choose between a normal rage and the Dance of Destruction which works similarly as it lasts for one minute or until you don’t attack an enemy or take damage as normal rage works. Though you no longer gain resistance to bludgeoning, piercing, and slashing damage within this version as instead you convert the damage that is inflicted upon you against your foes. During a round make sure to track the damage that attacks deal for when you attack you will return half of the damage that you received against the foe starting with the most damaging attack and going to the next source of damage inflicted upon you. After your turn the damages against you fade and you start taking a new range of damages. (For example: In a round you take 6, 9, and 15 damage. On your first attack you would take the 15 and divide by 2 for 7 and add that to the damage roll. On the second you would take the 9 turning it into 4 to add to the damage. At the end of your turn the 6 would then fade and new damage numbers would be taken if they occur.)

CHAOS Boon:
Funny stat reroll go brrrrrrrrrrrrrrr, also something with a fragment of CHAOS
18/16/16/14/14/11 is new statline

Knowledge Boon:
+2 STR (Ignores Max Cap)
Lost Knowledge
Lost Knowledge:
Lost Charisma: -1 CHA, +1 WIS, Can no long gain ASI's in CHA
Silk Touch: -3 mining common materials (Stone, Iron) checks, +3 mining rare materials (Mithril, Orichalcum, Burning Blood) checks, difficulty breaking boulders
Path of the Zealot
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.

Knowledge from the Gods:
At 3rd level, the gods bestow their onto you to allow you to follow your path more clearly. You gain proficiency in Religion.
Stances of Elements
Elemental Awakening:
At level three you begin to feel a pull toward the elements, a touch that you can imbue the basics into your skill set as a fighter. As you awaken with new talents you find that your path has choices either taken by yourself or given to the world to decide for you. If you choose to let the world decide, it could be something that is stronger than if you were to choose but certainly will take longer to show its true strength. Otherwise you may select two of the following options of elements, or focus both options to strengthen your one choice.

Fire:
The element of destruction often leads those that wield it to succumb to the idle chatter that licks between the flames. It takes one with great willpower to wield this element without being snuffed out before truly becoming alight.

One point:
You may infuse your weapon with fire from your soul as an item interaction a number of times equal to your proficiency bonus per short rest. Whenever you land an attack with a melee weapon you are able to add a d6 of fire damage for three rounds, the flames dying off at the end of your third turn.

Two points:
Fire begins to course loudly within your veins pressing you to move ever faster, pulsing as if it needs releasing from your body. As above with one point you also gain movement speed equal to five times your proficiency bonus while imbued with fire. Though with two points in the effect lasts for five rounds instead of three.

Bonuses to checks and shit from doing DTD shit
Mining Checks: +14 to roll (STR + 1.5 prof bonus)


HP Rolls:
Level 1 (Barb): 12 (Max at Level 1)
Level 2 (Barb): 7 (took average)
Level 3 (Barb): 7 (took average)
Level 4 (Barb): 7 (took average)
Level 5 (Barb): 7 (took average)
Level 6 (Fighter): 9 (Rolled)
Level 7 (Fighter): 10 (Rolled)
Level 8 (Fighter): 7 (Rolled)

Features & Traits
Equipped
1x Great Warhammer
2x Hammers of Kreidarr
2x Handaxes
The Grand Instrument of Balance
Cloak of the First Demon
The Bradic Support

Inventory
1x Backpack
1x Bar of Incarniment
1x Bedroll
1x Blood Orb from Sas
1x Burning Blood Mining Protection Equipment
8x Days of Rations
50x Feet of Hempen Rope
1x Mess kit
1x Orichalcum Mining Equipment
1x Tinderbox
10x Torches
1x Waterskin
1x Yuan-Ti Weapon Poison (1d6 Poison)

Attuned Items
The Bradic Support
Clothing (Shirt/Bra) - Major Uncommon - Attunement

This sports bra is fashionable and allows for great mobility while making sure that everything stays nice and supported.

Support When Needed. This bra gives comfort and even a boost to one’s strength when being pushed to one’s limits. When rolling an athletics check you may add a d6 twice per long rest where they are restored.
---------------------------
Hammers of Kreidarr
Throwing Hammer - Weapon - Rare - Attunement - Growth

This item begins as a simple pin of two hammers crossed done in mithral and gold. While a grand gesture toward the Dwarven god of the forge much more lies within the pin as one attunes to it. The pin sinks into your skin and the hammers imprint into your skin and shows through as intricate but simple tattoos.

Might of Creation. The hammers that adorn your skin are not simply for a show of power or artistry but they wield a mighty power within them. As an item interaction you may summon one or two hammers into your hands, and may throw them at your targets with a range of 60 feet. These hammers are magical and deal 1d6 thunder damage rather than the bludgeoning that normal hammers might deal. Once landed the hammer returns back to your skin to be used again. If the hammer is thrown as a bonus action the damage that you deal only is the dice roll.

Construction not Destruction. [Locked] When given the choice of destroying something or building something, build it. [0/5 Builds]

Combined Effort. [Locked] Rather than work simply by yourself spend effort to work with another to make something greater. [0/10 Combos]
---------------------------
The Grand Instrument of Balance
+1 Great Hammer - Weapon - Relic - Attunement

The two cheeks on this weapon depict two vastly different groups of individuals. One side depicts those who wield law, holding vows and appearing in perfect harmony. The opposite side are those that wield chaos, each depiction of a person vastly different with much destruction happening in the background of the people shown. The whole head of the hammer is carved from white marble with swirling colors, the order side having gold and the chaos side having black and red throughout. Both faces are sealed with hardened gold, a depiction of a scale on both sides. As for the handle it has leather binding over marble, the veins seeming to constantly shift between red, gold, and black.

Quaking Balance. Slamming this weapon against the earth causes ripples of uneven ground to attempt to throw enemies off their feet. As an action you can do this slam and affect all creatures of your choice within 30 feet of you to make a Dexterity saving throw against a DC of 8 + proficiency mod + Strength mod. On a failure they are knocked prone, on a success they take 1d10 + Strength modifier bludgeoning damage. This ability can only be used once per minute.

Equality in Vitality. Placing the head of the hammer to the ground and summoning forth the magic within brings out an ethereal scale. You may engage this ability as a bonus action and may choose to either activate the use immediately or wait until the start of your next turn. If used immediately all allies within 10 feet of you have their hit points equalized as some lose hit points for others to gain. If waiting till your next turn a pool of 30 additional hit points is added in to be equalized to all within a 15 foot range. This has one use per long rest.

Structure in Order. [Locked] You must sanctify 10 creatures that are too heavily invested in Order.

Freedom in Chaos. [Locked] You must sanctify 10 creatures that are too heavily invested in Chaos.
---------------------------
Cloak of the First Demon
Cloak (Back) - Unique - Attunement: Back Slot - Attunement: Evil - Sentient

While this cloak is unattuned it ever so slowly reverts its appearance to match the entity that is trapped within the ancient fabric. Swirling depictions of individuals that range from familiar to entirely foreign will rise from the inside of the cloak. Once attuned to a new wearer the inside remains stagnant as it seems to display visuals of those that have been trapped in the demonic plane prison. While wearing this it gives small impulses to bring about ruin in the most insidious way.

Demonic Imprisonment. The power to hold not only the physical embodiment of an individual but their soul entirely is the promise most prominently held by this cloak. The process of holding an individual within the cloak on your own is a ritualistic process that takes ten minutes to fully complete. Once within the cloak distills the individual down to their basic essence for you to pull power from when needed. This is very specific and depends on the individual that is placed within, as such what an individual might give will be told after being taken within the cloak. For you this prison has space for eight souls. This is considered an immensely evil act to complete.

Power of the First Destruction. Contained within this cloak is an entity with nearly infinite power to destroy, which leads the question why such an entity would remain held willingly or if the fabric in itself can hold this infinite destruction. Though as you wear this cloak you can feel a trickle of the power this demon holds and can shape it to your own need as it builds up. Once per day you can use one of the following abilities:

Wave of Destruction: From you a 30 foot cone reaches out to affect all captured within it. Each creature caught within the cone needs to make a Will Save against a DC 18, those who succeed take half damage. The damage for this is 6d6 Destruction damage, any rolls of 6 on the die explode adding another die. These explosions can be unlimited.

Point of Destruction: Open a rift of destruction that lasts within its 5 foot square for 6 turns, ending at the end of your sixth turn. Anyone that enters the square is dealt 33 damage and must make a Will Saving throw DC 18 to not be sucked into the rift. If sucked in they may attempt to make another Will Save as their action to get out of the rift with a DC 22, or they may attempt to strike you as the source of the rift. The rift ends early if you are knocked unconscious, but if something is within the rift as the sixth turn ends they get one final Will Save DC 25 or become destroyed.

Word of Destruction: Speak a word unique, that happens to what the word is directed toward. You may only use each word once. The save for this effect is hidden.

Destruction’s Protection. Holding such an immense power of destruction gives the benefits to you as it is attuned. Pick a saving throw of your choice at the end of a long rest, you gain a +3 to that save until your next long rest. You may not pick the same one until all other saving throws are expended. The saves are: Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma, and Will.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 209, Platinum: 0 Money
Cantrips
Prestidigitation (Aasimar (Hell-Touched))
Spellcasting
Proficiencies: Athletics, Decption, Insight, Intimidation, Perception
Languages: Abyssal, Common, Celestial, Draconic, Infernal (Subrace), Primordial
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapon Proficiencies: Simple Weapons, Martial Weapons
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 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.

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. (3rd level: Perception, 10th level: ???)

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.
Fighter
Fighting Style:
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.

Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Languages & Proficiencies
"I am slow to make new relationships."

Flaws
Concentrated Darkness (Shadowfell), Incarniment, Branch from the Tree of Seasons (Faewild), and the Blessing of Dishonor (make Nighttime, Last Hope of the Banished)

Notes


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