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Urag

9 Level (0/64000 XP for level-up) Badlands Background Half Orc Race / Species / Heritage Neutral Alignment
Barbarian (Wild Magic)
Level 9
Hit Dice: 9/9
1d12+4 Class 1

STR
20
+5
DEX
16
+3
CON
18
+4
INT
10
+0
WIS
12
+1
CHA
12
+1
124
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
50
Speed (walk/run/fly)
11
Passive Perception
1 / 4
Rage
/
Danger sense
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+3 Dexterity
+8 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+8 Arcana INT
+9 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
+1 Martial WIS
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bellaxe +10 STR 1d8+5 Slash
Attacks

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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmoured 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.

Magic awareness


As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild surge


The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Bolstering magic


Equal to prof mod, touch creature and give 1 of following benefits

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.


Feral Instinct


Adv on initiative, if surprise, act normal on my turn but I have to enter rage before anything else

Instinctive pounce


As part of the bonus action you take to enter your rage, you can move up to half your speed.

Brutal Critical


Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.

Palga's apostle


Effects unlock one each level - 4th, 8th, 12th
Knowledge - Gains expertise in Arcana and rolls a minimum of 10. You also gain the ability of 60ft ethereal sight allowing you to see through the ethereal plane.
Defence - You gain advantage against spell saving throws casted on you. You also gain immunity to force damage. While in rage you gain resistance to all damage types. (Rage will not break Concentration)

8th Level Ker'uc's blessing


Your worship of the god of war brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits:

Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.

When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.

Should your worship of this god cease, the penalty to hit is increased to -4.

Features & Traits

Explores pack


Bellaxe (Great axe) +5 atk bonus 1d8 slash


When the user hits a target, they must make a CON save DC 8+STRmod+profiency or be deafened. If the target is already deafened, they fall prone with no saving throw.
Blessed Armour of the Keeper of Souls

4 Javelins


Spear +5 atk bonus 1d8 slash


Long Sword


Spear


Halian's book - 'Mine'


Once a year +2 to any ability score.

Orka in wonderlish


Crown of The Traitor


This item once placed onto a players head is unable to be taken off unless a specific ritual is performed in which the item is either destroyed or banished. While the crown is on, the user has the ability called "The awakening". The awakening ability is activated as a free action, once it is active for that turn all attacks are at advantage. This can be used once per short rest. When the ability is used another ability auto activates called "The Sealing". The sealing when activated makes the user make a DC 15 CON Saving throw or the crown will begin to grow.

Pumpkin Ring


When someone goes under an effect, instead of targeted person rolling, someone else has to do the roll. If one person fails then everyone goes under the effect.

Weird Creepy face


Found in the stomach of Degradia
10 days until it can't be saved

Crusty old lute


Has one string

Tertius's Core


Show this to other star spawn and they may leave us alone

Adventuring gear


Floral patterned. Initials on boots: "MQ"

Quick silver boots


+10 movement speed. Bound

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

Languages


Common, Orc and Arcane Speak

Armour & Weapons


Light armour
Medium armour
Shield
Simple weapons
Martial weapons

Saving Throws


STR, CON

Skills


Intimidation, Survival, Athletics

Languages & Proficiencies


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

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