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Draak Jakhal

6 Level (0/23000 XP for level-up) Paradox (Regrowth) Background Half-Orc Race / Species / Heritage Alignment
Barbarian (Beserker)
Level 5
Hit Dice: 5/5
1d12+3 Class 1
Craftsman
Level 1
Hit Dice: 1/1
1d10+3 Class 2

STR
20
+5
DEX
16
+3
CON
16
+3
INT
14
+2
WIS
15
+2
CHA
14
+2
64
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
3 / 3
Rage
10 / 10
Fast Healing
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+3 Dexterity
+6 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+11 Athletics STR
+2 Deception CHA
+2 History INT
+5 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Stillness of Mind

To find the calm within the hurricane of emotions takes certain experience as most will get whisked away with the strength of the heavy emotions. When you rage you may have it become a different form, a stillness a moment away from the devastation that a rage can bring. With this Stillness of Mind your rage transforms into something different if it is something that you are needing at the time. When you rage you choose between a normal rage and this version. When under Stillness of Mind you have resistance against psychic damage as well as your normal resistances and gain advantage on Wisdom saving throws. While in this version of rage you can only move half of your normal movement speed rounded down to the nearest multiple of 5. Outside of this the rage works as if a normal rage

Muscle Form

As a bonus action you can swell your strength into your muscles to output even more raw power against your foes. This form lasts until it is dropped and requires concentration much like a spell when hit but can be used in conjunction with rage. As you are within this form each turn you will take 10 points of physical damage that cannot be reduced with rage as your body begins to break down from the strain put onto it. The benefit being that you have a +2 to all attacks, damage, and strength saving throws for as long as the form is kept up. This form can only be used for a total of one minute per long rest with the current knowledge but the whole form can be strengthened with more research.

Barbarian Instinct

Some call it a gut instinct, some a second sense, none have the truth of the matter which is the pure instinct of those that listen to what their mind doesn’t tell them… a vibe check. As an action whenever you are touching someone that you are listening to you can initiate this ancient art. When used the target of this ability can choose to diffuse your ability to gain information by making a Wisdom saving throw against your DC of 8 + prof mod + STR mod. If your target fails or chooses to fail you get an impression of the validity of their words or actions. If they succeed you gain no information and cannot use this ability on that target for 24 hours after being used. You have a number of uses equal to your proficiency modifier and gain all uses back after a long rest.

Features & Traits
Smith's tools
Book of Lore (Smithing)
Carpenter's Tools
Warhammer
Shield
Explorer's Pack
4 Javelins
Shortbow
Langyabang
Formless

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 1645, Platinum: 0 Money
Common, Orc, Dwarven, Abyssal
Carpenter's Tools, Leatherworker's Tools, Mason's Tool, Smith's Tools

All Weapons/Armor

Languages & Proficiencies
The Fire From Within
Headdress - Clothing (Head) - Rare - Attunement

An adornment that one places on their shoulders and comes up around the head, the appearance seeming to be made of bones from some long deceased creature. Decorating between what almost looks like teeth are colored feathers that never seem to dislodge or fade with time. Upon the back there are what feel like two hooks that one can hang a cape from.

A Deep Passion. Those that wear this headdress often find themselves within moments where violence is not the answer that will appease the situation that one finds themselves in. Tapping into the knowledge of others that came before you taxes your body, though often you are able to find that having that knowledge is worthwhile for the momentary fatigue. You may expend a Hit Die to gain proficiency in a skill or tool for a number of applications equal to the number that you roll on your Hit Die. Your Hit Die returns as they normally would, and is the only limit to your uses of this ability.

Intimating Attire. Sometimes when one takes up leadership they must appear strong and knowledgeable at all times no matter the weather or situation. While you are attuned to this item you are not affected by the temperature that it might be, no matter the other clothing that you are wearing. Even more so it helps deal with extreme versions of temperature depending on what climate you are dealing with. If it is hot then you get resistance to fire, cold gives resistance to cold, and if moderate temperature then you are resistant to wind.


Formless
+1 Great Axe - Weapon - Very Rare - Restricted: Transformative Boon

To most this weapon would appear as a standard axe that might be found in the typical ranks of the Duergar. Though in the hands of one that has been granted exceptional ability with their strength the axe comes to life. Runes etching themselves along the wood of the handle and the imagery of the holder near one side as they transform into a monstrous form of themselves on the other end.

Sculpted Muscle. While building muscle there is a balance of physic and practicality as vanity can be nice visibly it does little in actual use. Though as you wield this weapon you find that you are able to focus your strength to where you need it the most in the moment. While you are in Muscle Form you can choose to dedicate your vitality to where you need it the most.

When activating Muscle Form or at the beginning of your turn while under the effects of Muscle Form you can take one of the following focuses in addition to normal bonuses:

-Arm Day: Gain an additional +2 to hit and damage, but gain disadvantage on Dexterity Saving Throws.
-Leg Day: Gain an additional 15 feet of movement speed, but gain disadvantage on Strength Saving Throws
-Cardio Day: Gain advantage on Constitution Saving Throws, but -2 to hit and damage.

Too Muscular to Die. Looking absolutely stunning is something that is believed to prevent death, but you are certainly the best judge of that. While you are in Muscle Form and fall to 0 hit points you may choose to either lose 12 seconds of Muscle Form or to expend the use of Relentless Endurance.

Notes


™ & © 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.

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

The statblocks of your class features

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con mod
Hit Points at Higher Levels: 7 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.


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 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.


Starting Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins


Subclass Options

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, the Path of the Battlerager (SCAG, Dwarves only), the Path of the Totem Warrior (SCAG), the Path of the Ancestral Guardian (Xan), the Path of the Storm Herald (Xan), or the Path of the Zealot (Xan).

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Half-Orc

Ability Score Increase +2 Str, +1 Con
Size Medium
Speed 30ft

Darkvision. Thanks to your orc 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.   Menacing. You gain proficiency in the Intimidation skill.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
 

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

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Created by

Colto.

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