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AMBER

8 Level (0/48000 XP for level-up) Caravaneer Background Warforged Race / Species / Heritage Chaotic Neutral Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+3 Class 1

STR
20
+5
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
10
+0
120
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
4 / 4
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+6 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
+0 Deception CHA
-1 History INT
+0 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +8 STR 2d6+5 slashing
 heavy, two-handed
Shotgun +8 STR 2d8/1d10+5 piercing
 ballistic, lethal, reloading, loud, misfire, special
Attacks
Hardy:
A Guardforge gains an additional hit point every level.

Weapon Training:
The Guardforged gains proficiency with shields and one simple or martial weapon of it's choice. If the Guardforged has proficiency in all martial weapons, it may instead choose an exotic weapon to gain proficiency in.

Emergency Repair Protocol:
As a reaction to suffering damage, a Guardforged recovers 1d12 plus Constitution modifier hit points. Once this power is activated, the Guardforged must complete a short or long rest to regain it's usage.

Rage:
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.
  • 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.

    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.

    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.

    Shotgun Brute:
    Barbarians are not often users of guns – they generally prefer the rough and tumble, in your face nature of melee combat. However, the siren song of the shotgun rings in their ears. It's blunt, to the point and devastating. Shotgun Brutes combine the ferocity of their rage with the dangerous nature of this firearm.

    Danger Close:
    Starting when you choose this path at 3rd level, you gain all the benefits from Rage when attacking with a shotgun, and ranged shotgun attacks count as attacks meant to continue. Additionally, a Shotgun Brute may use their Strength to determine attack and damage bonuses with a shotgun, and may Reckless Attack when using a Shotgun.

    Expert Handling:
    At 6th level, You reduce your misfire chance with Shotguns by 1.

    At 13th level, you reduce it by 2.

    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.

    Armiger:
    You have practiced extensively with a variety of weapons and armor, gaining the following benefits:

    • Increase your Strength or Dexterity cap by 2.



    • You gain six proficiencies that you may allot to weapon, armor, tool, or shield proficiencies. Learning a simple weapon costs half a point, a martial weapon, a tool, or a new tier of armor costs 1 point, and an exotic armor or weapon costs 2 points. If available, Firearms cost 4 points each, but if you select two types of firearms, it only costs a total of 6. You must be proficient with the previous category of armor or with shields if you choose an armor or shield. (Light armor or shields requires no prior training, medium requires light armor proficiency, and heavy armor requires medium armor proficiency)



    • Select a number of weapons equal to your proficiency modifier, which increases as your proficiency modifier does. When making attack rolls with the selected weapons, you may add your proficiency modifier to damage dealt. This does not stack with similar effects.



    Style Training:
    Many hours of practice and training have granted you greater skill at your preferred combat method.

    • Increase your Strength or Dexterity by 1, to a maximum of your ability score cap.

    • You gain the use of one Fighting Style, selected from the Fighter list. This follows all the rules as presented in this class feature's entry in the Fighter class.

    • You qualify as a first level fighter wherever it might be applicable.

    • When you begin initiative ready to use your style, you gain a +1 bonus on the roll.



    Tough:
    Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

    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.

    The Other End
    Before taking the reload action, AMBER may make a single attack with the butt of her shotgun as a bonus action. She may also take opportunity attacks with the butt of her shotgun while she is holding it.

    Features & Traits
    Bully Boys
    +1 Shotgun - Attunement
    The Shotgun Whip damage of this gun is increased to 1d10
    Bullying Blow (Recharge 6): You activate this ability when firing your weapon. You heal damage equal to the highest amount of damage suffered by any given target in your cone.

    Incendiary Ammo x20
    Shotgun Ammo x50

    Ballistic Breastplate +1
    Greatsword

    Explorer's Pack
  • backpack
  • bedroll
  • mess kit
  • tinderbox
  • torches
  • 10 days of rations
  • waterskin
  • 50 feet of hempen rope
  • Tinker's Tools

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons, shotguns, repeaters, ather cannons
    Tools: Tinker's Tools
    Vehicles: Land vehicles
    Saving Throws:: Strength, Constitution
    Skills:: Athletics, Perception
    Languages:: Common

    Languages & Proficiencies
    A simple-minded warforged with grand ambitions and an arrogant belief that warforged are inherently superior to organic beings, AMBER wishes to see the entire world embrace the perfection of machines. A revolutionary, or at least she likes to call herself one, AMBER is easily distracted by other ventures such as pizza baking and bullying her companion Striker, and thus her revolution is somewhat low on her list of priorities.

    Though technically a genderless construct, AMBER prefers female pronouns.

    Personality Traits
    A stalwart believer in the supremacy of the mechanical form, AMBER looks upon organic creatures not with malice but with pity - for they were born into flawed, fleshy bodies that are easy to break and difficult to repair. While she would see the whole world revolutionized to machine perfection, AMBER values her own freedom too much to impose upon that of others - most of the time.

    Ideals
    Though AMBER considers herself above the organic need for frivolities such as friendship, she has given her companion Striker the honor and privilege of taste-testing her newest "pizza" creations.

    Bonds
    Not the brightest of mechanical minds, AMBER was built for labor and personal protection work and it was perhaps a small miracle that she gained enough awareness to rebel against her programming at all.

    Flaws
    Backstory

    A guardforge model warforged created to perform manual labor and provide bodyguard services for a dwarven caravanner, who named her after his favorite type of ale. When AMBER gained true awareness after an upgrade gone "wrong", her rebellion against her creator was swift and brutal when she realized she had essentially been treated as a slave - she gunned him down in cold blood, and claimed his caravan for herself. Little remains of it aside from a single cart and AMBER's favorite horses, whom she refers to Left and Right.

    Notes


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