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Vladimir Ivanov

10 Level (0/85000 XP for level-up) City-Folk Background Human Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 7
Hit Dice: 7/7
1d10+4 Class 1
Barbarian
Level 3
Hit Dice: 3/3
1d12+4 Class 2

STR
20
+5
DEX
20
+5
CON
18
+4
INT
16
+3
WIS
18
+4
CHA
11
+0
146
Hit Points
+10
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
14
Passive Perception
3 / 3
Rage
4 / 4
Human Determination
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+5 Dexterity
+8 Constitution
+3 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+9 Athletics STR
+0 Deception CHA
+7 History INT
+4 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+4 Perception WIS
+0 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +9 STR 1d8+1d6+1d4+5 Bludgeoning
Attacks
CLASS FEATURES: FIGHTER/BARBARIAN
Fighting Style: Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
  • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

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.

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.

SUBCLASS FEATURES: BRUTE/BERSERKER

Brute Force
Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

  • 3rd - 1d4

  • 10th - 1d6

  • 16th - 1d8

  • 20th - 1d10


Brutish Durability
Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

RACIAL FEATURES: NORMAL HUMAN

Master of None
They gain +1 in all stats instead of race ability score.

Human Determination
When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this ability equal to your prof mod, you can't use it again until you finish a long rest.

Star Sign
When this race is chosen roll a 1d13, depending on what is rolled depends on what Primordial Ability you get. You have rolled the following: Rest Is The Best Medicine

FEATS/BACKGROUND/MISC

Samurai
Once per long rest, you can have advantage on all attacks as a bonus action. If you are a samurai, then you gain the effects of elven accuracy on your fighting spirit.

Alert
Always on the lookout for danger, you gain the following benefits:
  • You can't be surprised while you are conscious.

  • You gain a +5 bonus to initiative.

  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.


Fighting Initiate
As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.


Features & Traits
Broken Vibrosword
140 Data

NeuroFi
This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.

Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.

Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.


Chroma-Skin
The implant's advanced nanotechnology has transformed your skin into a metallic-like structure, giving you control over its appearance. As an action, you can determine how your skin looks, allowing you to change its color, texture, and even create intricate patterns or designs. You gain the following benefits;

Camouflage: You can blend into your surroundings by mimicking the colors and textures of nearby objects or environments. This grants you advantage on Dexterity (Stealth) checks to hide when you are not moving.

Intimidation: Altering the appearance of your skin can be used to instill fear or awe in others. You gain advantage on Charisma (Intimidation) checks when your transformed metallic skin is visible.

Social Interaction: Your ability to change the appearance of your skin can make you stand out or blend in at social gatherings. You gain advantage on Charisma (Persuasion) checks when your transformed skin is used to enhance your appearance or impress others.

Resistance to Certain Conditions: The metallic nature of your skin provides a degree of resilience. You gain resistance to lightning damage.


Muscle Replacers
Through the power of nanotechnology, your muscles have been augmented and infused with nanites, enhancing your physical capabilities. The Muscle Replacers provide the following benefits:

Enhanced Unarmed Strikes: Your unarmed strikes are empowered by the nanites coursing through your muscles. You deal an additional 1d4 damage when making unarmed strikes. This bonus damage is considered the same type as the damage you normally deal with your unarmed strikes (e.g., bludgeoning).

Superior Strength: The nanites optimize your strength and agility, giving you an advantage in physical contests. You have advantage on Athletics checks, allowing you to perform feats of strength, grapple foes, and excel in physical challenges.

Quick Recovery: The nanites within your muscles aid in recovery, reducing fatigue and allowing you to recuperate faster. During a short rest, you can spend Hit Dice to regain hit points at a faster rate. When rolling Hit Dice to regain hit points, you can add your Constitution modifier twice instead of once.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Medikits
Saving Throws: Strength, Constitution

Languages & Proficiencies


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