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
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)