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3 Level (0/2700 XP for level-up) soldier Background warforged Race / Species / Heritage chaotic neutral Alignment
barbarian
Level 3
Hit Dice: 3/3
1d12+3 Class 1

STR
16
+3
DEX
13
+1
CON
16
+3
INT
8
-1
WIS
12
+1
CHA
11
+0
35
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
3 / 3
rage
1 / 1
god aura
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 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, twohanded
javelin +5 STR 1d6+3 piercing
 thrown
handaxe +5 STR 1d6+3 slashing
 thrown, light
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons

Features & Traits
4 Javelin 1d6 piercing 2 lb. Thrown
2 Handaxe 1d6 slashing 2 lb. Thrown, Light
Greatsword 2d6 slashing 6 lb. Heavy, two-handed
a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin 50 feet of hempen rope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 12, Platinum: 0 Money
giant
Goblin
common

land vehicles
dice set
tinkers tools

Languages & Proficiencies
bit of an idiot

Flaws
rage = long rest = + 2 dmg, resistance blug, pierce, slash
god aura = long rest = advantage one target 2 rounds (melee)
kills = 4

Notes


™ & © 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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UA

Barbarian, Path of the Giant (UA)

Barbarians who walk the Path of the Giant draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.

During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon

  • (a) two handaxes or (b) any simple weapon

  • An explorer's pack and four javelins


spellcasting:
None
class features:

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.

Primal Knowledge (Optional)


When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack


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

Fast Movement


Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct


By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Pounce (Optional)


At 7th level, 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.

Relentless Rage


Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage


Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might


Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion


At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:

Path of the Giant (UA)


Barbarians who walk the Path of the Giant draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.

During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.

Giant Power


Beginning at 3ed level, 2hen 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 either the druidcraft or thaumaturgy cantrip (your choice). Wisdom is your spellcasting ability for this spell.

Giant's Havoc


Starting at 3ed level, 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 Hurl. 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 become Large, your size doesn’t change.

Elemental Cleaver


At 6th level, Your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.

Mighty Impel


When you reach 10th level, Your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Demiurgic Collussus


At 14th level, The primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
LevelProficiency BonusFeaturesRages RageDamage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path, Giant Power, Giant's Havoc3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path Feature, Elemental Cleaver4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature, Mighty Impel4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature, Demiurgic Collussus5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

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Ebberon, Homebrew, MotM

Warforged

The ability to create Warforged were recently learned by the Human League of Synthetica. Upon learning this power, they constructed the Warforged Smithy to produce them as the army of Synthetica. Warforged became Synthetica's major contribution to the war effort after the confrontation began with the Major Keys.

It takes many long magical rituals and specialized machinery in the Smithy to create each warforged. This has limited the number of warforged created to between 7 and 10 a month for the last 7 years. Warforged are usually similar in shape and size, but have some minor variations. Though fully mature, warforged are often ignorant of many social aspects. The Human League considers them more property than equals, so they are often not assertive without being trained as a military officer.

If playing using achievements and milestones, choosing this race duirng character creation grants the player the achievement "Iron Man".

ability score increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Alternatively, increase one score by 2 and another by 1, or three scores by 1.
age: A typical warforged is between 2 and 7 years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. Warforged have not existed for very long on Cisum as of the time of the Major Keys-Acapellago conflict.
alignment: Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one language of your choice.
race features:

Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.
  • Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

    Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, the armor incorporated into your body can’t be removed against your will.
  • Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

    Size. To set your height and weight randomly, start with rolling a size modifier:

  • Size modifier = 2d6
  • Height = 5 feet + 10 inches + your size modifier in inches
  • Weight in pounds = 270 + (4 x your size modifier)
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    Level 0 Spells

    PHB, page 236

    Druidcraft

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S
    Duration: Instantaneous
    Whispering to the spirits of nature, you create one of the following effects within range:   You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.   You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.   You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.   You instantly light or snuff out a candle, a torch, or a small campfire.
    At higher levels: At 5th Level. You gain a deeper control over the elements and can create one of the following effects within range:
    • A barrier against weather extends out from you in a 10-foot radius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain and wind. The barrier lasts for 1 hour.
    • You dim the flame of a candle, a torch, or a small campfire, halving its light radius.
    • You create a more potent instantaneous sensory effect, like a roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. The effect must fit in a 10-foot cube.
    • You touch a creature and instantly remove any unnatural smell from its body or clothing
    At 11th Level. When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do so for all plants within range simultaneously. You can also reverse these effects by making seeds infertile, wilting flowers or drying out leaves. Additionally, when you use this spell to light or snuff out a flame, you may do so to any number of targets within range.
    At 17th Level. When you use this spell to create a barrier against weather, you can influence the temperature and humidity within the sphere to feel comfortable to all creatures within it. This does not mitigate the dangers of extreme heat or cold, nor does it overcome magical weather effects.
    Available for: Druid

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