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Greg A. Rio

1 Level (0/300 XP for level-up) Cook Background Stronghide Fishman Race / Species / Heritage Chaotic Good Alignment
Barbarian
Level 1
Hit Dice: 1/1
1d12+2 Class 1

STR
16
+3
DEX
13
+1
CON
14
+2
INT
11
+0
WIS
13
+1
CHA
12
+1
15
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
2 / 2
Rage
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+1 Deception CHA
+2 History INT
+1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +5 STR 2d6+3 Slashing
 Heavy, Two-Handed
Attacks
Fishman Traits: As a fishman, you have the following traits.

Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Fishmen reach adulthood in their late teens and live as long as humans.

Alignment. Fishmen display extremes on the moral scales, with good-aligned fishmen typically being chaotic good with a great emphasis on personal freedom, while evil-aligned fishmen tend towards lawful evil with the ideals that their superior physique means they should rule over other races.

Size. Fishmen vary greatly in size and typically stand taller than humans at 7-8 feet up to 15 feet. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Aquatic Adaption. You can breathe air and water. You have advantage on all Strength (Athletic) ability checks made while in water.

Darkvision. Accustomed to the dark ocean floors where light is scarce, you have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of the Sea. You can communicate simple ideas and words to creatures with a natural swimming speed that are of large size or smaller. Most sealife lack the ability to form or understand complicated messages, but can communicate simple expressions such as fear, hunger or joy.

Stronghide Traits: Stronghide fishmen develop powerful bodies that further amplify their innate strength and endurance, allowing them to become remarkable martial artists and fighters.

Natural Athlete. You have proficiency in the Athletics skill.

Strong Body. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Barbarian

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 use creations, you can’t use 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.

Cook Traits: The cook of the ship is tasked with providing good food and drink to the crew, as well as look after their pantry and make sure what food they have will last them from island to island.

While anyone can throw together a basic meal, only a cook can create the kind of food that makes a pirate's heart sing with courage and vigor. They keep their crewmates content and happy with their food, allowing them to focus their effort on their own matters instead.

Skill Proficiencies: Choose two from History, Nature, Persuasion, Performance, Sleight of Hand or Survival
Tool Proficiencies: Cook's Utensils
Equipment: A set of common clothes, cook's utensils, a knife kit consisting of 3 chef knives that can be used as daggers, and a pouch containing 50 000 beri
Feature: Kitchen Artisan
As a trained cook, you've learned to use every last bit and scrap of raw ingredients to create filling and satisfying meals. While on a ship, you and your crew require only half as many rations and half as much water as you normally would to gain enough nourishment for a day.

Additionally, knowing what constitutes for food also makes it easier for you to gather sustenance for allies. Given that game animals, vegetables or fruits are available, you can always find food for yourself and up to five people that will last the day if you're given the time to hunt or forage.

Additionally, you can learn "attack cuisine" recipies, a secret form of cuisine taught in the Kamabakka kingdom. Secrets of it occasionally drift onto sea, but only those dedicated to culinary arts can hope to master this cuisine.

Cook Feat: Signature Technique, 10 Ft Sphere, Slashing.

Prerequisite: Proficiency with a martial weapon

You've developed a powerful technique using your weapon of choice: A unique move that only you know how to pull off.

Choose the range and shape for your signature technique: A 20-foot cone, a 15-foot square, a 10-foot radius sphere, or a 30 foot long and 5 foot wide line. Regardless of your choice, the technique originates from your position. You cannot change your choice later.
When you take the Attack action on your turn, you can replace one of your attacks with this your signature technique. Each creature within range must then make a Dexterity saving throw, taking 3d6 + your proficiency bonus damaage on a failed save and half as much on a success. The damage type is either bludgeoning, piercing or slashing (You choose which when you gain this feat). The DC for this saving throw is calculated as 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You can use this signature technique a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Features & Traits
A set of common clothes, cook's utensils, a knife kit consisting of 3 chef knives that can be used as daggers, and a pouch containing 50 000 beri

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cook's Utensils

Languages & Proficiencies


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