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Ddanger the 2nd Siegfried

20 Level (0/355000 XP for level-up) Background Blue Dragonborn (Ddonger Variant) Race / Species / Heritage Neutral Alignment
Barbarian
Level 20
Hit Dice: 20/20
1d12+9 Class 1
Monk
Level 1
Hit Dice: 1/1
1d8+9 Class 2

STR
20
+5
DEX
20
+5
CON
28
+9
INT
14
+2
WIS
16
+3
CHA
12
+1
587
Hit Points
+5
Initiative (DEX)
28
Armor Class (AC)
+6
Prof. Bonus
50
Speed (walk/run/fly)
19
Passive Perception
20 / 20
Ki
6 / 6
Rage
+12 Expertise Bonus
+6 Proficiency Bonus
+11 Strength
+11 Dexterity
+15 Constitution
+8 Intelligence
+9 Wisdom
+7 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
+21 Athletics STR
+1 Deception CHA
+2 History INT
+3 Insight WIS
+11 Intimidation CHA
+2 Investigation INT
+8 Martial INT
skills
+3 Medicine WIS
+2 Nature INT
+9 Perception WIS
+7 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fists +15 CON 2d10 Bludgeoning
Attacks
Dragonborn(Ddonger Variant) - Lightning
+2 con, +1 str
Racial

Size: Medium
Speed: 30 ft.
Ddonger Ancestry: Instead of a breath weapon attack you gain a natural attack that is body slamming an enemy (1d8+str). Once per day you can imbue your unarmed strike with dmg coresponding to your dragon color (1d6). This dmg increases at 6th to 2d6, 3d6 at 11th, and 3d6 at 16th.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.









Ddonger Benefits </ul>

Unstoppable Force

  • As a bonus action on your turn, you can use the dash action. If you use all of your movement, you may make an attack at the end of the dash. This attack deals 3d8+your Strength modifier Primal damage. If you possess the Charger feat, this deals 6d8+your Strength modifier Primal damage instead.


Primal Might

  • Whenever you deal melee damage of any type, you can convert it to primal damage three times per long rest.


Shock Absorption

  • You gain resistance to Force and fall damage


Ddonger's Death Cradle

  • If you successfully mount or grapple a creature your Critical Mod is increased to 18-20 and the first attack is done at advantage. On a Critical you may do a Rolling Cradle forcing the Creature to move in any direction up to 10 feet away from you dealing 3d8+your Constitution modifier Primal damage. If you possess the Grappler feat, this deals 6d8+your Constitution modifier Primal damage instead.










Dragon Vow </li></ul>

Crush The Weak

  • When you hit with a natural weapon, you can push the creature up to 15 feet in any direction or up in the air. You can use this ability an amount of times equal to your Constitution mod, refreshing upon completing a long rest.


Juggling

  • You may activate this only when you activate your Dragon vow, When you push a creature with your dragon vow you may follow it, you may spend your bonus action to attack when you do this.


Apex Slam

  • If you hit with at least two Dragon Vow attacks, you grapple them automatically and take your fall dmg instead of you.


Gravity Manipulation

  • 3 times per day as a reaction to a hostile creature hitting you can either make a creature heavier (Takes double the fall dmg), or lighter (Doubles the amount the creature is pushed, if they have no push ability they get pushed 5 feet) this lasts till the end of your next round.(cant be used twice on the same target)










-----------------------------
Feat :
Grappler : Ddonger Style
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Whenever you successfully grapple a creature, you can choose to deal 1d4 + Strength modifier in bludgeoning damage to it.

  • You can choose to use the grappled creature as a improvised weapon to deal damage to the grappled creature and the creature you are attacking.

  • When a creature misses you with a melee weapon attack you can use your reaction to attempt to grapple the creature if you have a free hand to do so.



Skill Expert
+Con
Skill - Performance
Expertise - Athletics

CRUSHER
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


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.
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Features & Traits
Chain Mail
Warhammer
Shield
Handaxe x2
Explorer's Pack
290,800 GP
Dragon Weed
7 'Basic Potion"
Pipe of Smoke Monster (Unbreakable)
Bag of Holding (Unbreakable)
Boots of Elvenkind
Ring of Water Walking
Hammer and Gauntlet - +2 Smithing Tool

Gloves of Missile Snaring
  • These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Strength modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
  • Ring of Protection
  • Gives +2 to your AC and to Saving Throws
  • Scales of Ddonger
    +3 Natural Plate Armor
    Aspect of Ddonger
    Requires ULTIMATE POWER Attunement by a Barbarian
    Draconic

    Show spoiler
    All Natural, baby!
    This set of +3 Plate armor does not prevent you from benefiting from unarmored defense or natural armor, and instead provides a +3 bonus to such defenses.

    • ULTIMATE POWER ATTUNEMENT! - In addition, multiple features scale in power depending on how many attunement slots you dedicate to the armor, up to 5. This can be seen via slashes (/) of values. 1st Attunement/2nd Attunement/ect.


    Heavy Hitter
    You gain an additional +2/+3/+4/+5/+6 bonus to your Constitution score. This value can exceed your usual ASI cap up to 28.
    If this would grant you more than 28 Constitution, you instead gain +10 to your maximum hit points for every point of Constitution that would go above 28.

    In addition, you can use your Constitution modifier in place of your Strength when making attack and damage rolls, as well as when you make a contested Strength (Athletics) check. This does not prevent features that would usually require Strength be used (such as rage) from taking effect.

    Nope, Not Today!
    Fall damage that you would cause cannot be countered or negated unless you allow it, and you are resistant to fall damage. If you already have resistance, you instead gain immunity.

    In addition, fall damage that you would inflict is doubled, up to a maximum of an additional 4d4/6d6/8d8/10d10/12d12.

    Bouncing Back
    You cannot be forcefully moved or made prone unless you allow it. In addition, once per turn when you would be forcefully moved by an effect, you can choose to move up to double the distance, and if you hit a wall, you harmlessly bounce off of it, being sent flying the remaining feet in a direction of your choice.

    As an action on your turn, you can force all creatures within 30 feet to make a Strength saving throw against your spell save DC. A creature can choose to fail this saving throw, and on a failure, a creature is shunted a direction of your choice 10/20/30/40/50 feet. You can send each creature the same direction, or into different ones.

    You can use this action a number of times equal to your proficiency modifier, and regain all expended uses upon the completion of a long rest.

    Don't Call It A Comeback
    After you succeed on a saving throw made for your Relentless Rage, you regain 4d4+4/6d6+6/8d8+8/10d10+10/12d12+12 hit points. Damage inflicted that caused the use of Relentless Rage does not carry over into these hit points.

    In addition, the first time you would fail the saving throw for Relentless Rage, you instead succeed it. This can only occur once per short or long rest.

    I've Been Here For Years
    You gain a +2/+4/+6/+8/+10 bonus to all knowledge checks against a creatures you are in True Combat with. In addition, whenever you succeed on a knowledge check against a creature within True Combat, your next attack roll against that creature gains advantage and deals an additional 1d10/2d10/3d10/4d10/5d10 damage.











    Ddanger the 2nd Theme
    Ragna's Tattoo Kit
    Aspect of Ragna
    (Draconic Rarity)
    Wondrous item
    Show spoiler
    Produced by a special needle, this magic tattoo features designs that emphasize one color.

    Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

    If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

    Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

    Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.


    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 280800, Platinum: 0 Money


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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