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Historia (Tori) Frenziedfang

8 Level (0/48000 XP for level-up) Background Shifter Race / Species / Heritage Neutral Evil Alignment
Barbarian
Level 4
Hit Dice: 4/4
1d12+2 Class 1

STR
18
+4
DEX
14
+2
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
9
-1
32
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
-1 Deception CHA
+4 History INT
+0 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
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 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.

Great Weapon Fighting (PHB). 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.

Prof: Fangs for Trade
Gain an exotic weapon prof: (Gauntlets/Armaments) and any language (Draconic).

You start off with 500 GP, a cart with a Dawn Ward that you may sell your sword, a Merc permit, and a Horse so you may travel the world freely.



Viper Coil
This Grappling hook is made from magical metal parts of An ancient ship found in the Plague. As an Item Interaction, you can hook onto Terrain, Willing Creatures, or Hostile Creatures within 30 feet. Once hooked, you can retract the line to head straight towards what you hooked. Whenever you do this, it has a different effect depending on what you hook.


Gotcha!!
If a willing or an unconscious Ally is hooked, they can switch places with you.

Get of Here
If you hook a hostile creature, you can travel to the hostile creature. If you pass within 5ft of an ally during this movement, they can join you. You and your ally gain advantage on the first weapon attack against this creature.

Grappling Hook!
If you hook terrain, you can travel to that location.

You can use this Item up to twice per long rest to fix a new Hook.

-----------
LV 3

Cobra Tenacity
You got that SNAKE IN YOU, that you as a reaction to taking damage from a critical hit, or an attack that is equal to 25% or higher of your max health, you can capture some of the incoming energy, lessening its effect on you. You gain DR against the triggering creature based on your Constitution Mod and, if this damage or, any damage sets you to 0 hp you when you use this you are set to 1 hp instead until the start of your next turn. You can only use this ability once per Long Rest.

Features & Traits
Greataxe
An explorer's pack
four javelins
two handaxes
You start off with 1,000 GP, a sales cart that you may sell your wares or commissions, a Merchants permit, and a Horse so you may travel the world freely.
Pass for free inns
buddy the owlbear

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 950, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Languages: Common and Giant, Draconic

Languages & Proficiencies
Giant’s Power
3rd-Level Path of the Giant Feature

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Giant’s Havoc
3rd-Level Path of the Giant Feature

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.



Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Personality Traits
Darkvision. 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 discern colors in that darkness only as shades of gray.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.

Notes


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