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Yuuta Oshiro

8 Level (0/48000 XP for level-up) Gladiator (Soldier) Background Goliath Race / Species / Heritage Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+4 Class 1

STR
19
+4
DEX
16
+3
CON
18
+4
INT
12
+1
WIS
12
+1
CHA
14
+2
105
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
45 ft
Speed (walk/run/fly)
11
Passive Perception
4 / 4
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+3 Dexterity
+7 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+10 Athletics STR
+2 Deception CHA
+1 History INT
+1 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

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

Playing cards, Simple and Martial weapons, Light and Medium armor and Shields,





Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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D&D Free Rules (2024)

Barbarian

Core Barbarian Traits
Primary Ability Strength
Hit Point Die D12 per Barbarian level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP

Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.   Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.   Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a Barbarian...
As a Level 1 Character:
  • Gain all the traits in the Core Barbarian Traits table.
  • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a Multiclass Character:
  • Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons, and training with Shields.
  • Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
Class Features
Barbarian Features
LevelProf. BonusClass FeaturesRagesRage DamageWeapon Mastery
1+2Rage, Unarmored Defense, Weapon Mastery2+22
2+2Danger Sense, Reckless Attack2+22
3+2Barbarian Subclass, Primal Knowledge3+22
4+2Ability Score Improvement3+23
5+3Extra Attack, Fast Movement3+23
6+3Subclass feature4+23
7+3Feral Instinct, Instinctive Pounce4+23
8+3Ability Score Improvement4+23
9+4Brutal Strike4+33
10+4Subclass feature4+34
11+4Relentless Rage4+34
12+4Ability Score Improvement5+34
13+5Improved Brutal Strike5+34
14+5Subclass feature5+34
15+5Persistent Rage5+34
16+5Ability Score Improvement5+44
17+6Improved Brutal Strike6+44
18+6Indomitable Might6+44
19+6Epic Boon6+44
20+6Primal Champion6+44
As a Barbarian, you gain the following class features when you reach the specified Barbarian levels.  

Level 1: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.   You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.   While active, your Rage follows the rules below.   Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.   Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.   Strength Advantage. You have Advantage on Strength checks and Strength saving throws.   No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.   Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:  
  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.
  Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.  

Level 1: Unarmored Defense

While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.   When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.  

Level 2: Danger Sense

You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.  

Level 2: Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.  

Level 3: Barbarian Subclass

You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass’s features that are of your Barbarian level or lower.  

Level 3: Primal Knowledge

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.   In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.  

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.  

Level 5: Fast Movement

Your speed increases by 10 feet while you aren’t wearing Heavy armor.  

Level 7: Feral Instinct

Your instincts are so honed that you have Advantage on Initiative rolls.  

Level 7: Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.  

Level 9: Brutal Strike

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.   Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.   Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.  

Level 11: Relentless Rage

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.   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.  

Level 13: Improved Brutal Strike

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.   Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.   Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.  

Level 15: Persistent Rage

When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a Long Rest.   In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.  

Level 17: Improved Brutal Strike

The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.  

Level 18: Indomitable Might

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.  

Level 20: Primal Champion

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.
Subclasses

A Barbarian subclass is a specialization that grants you features at certain levels, as specified in the subclass.


PHB 2024

Path of the Wild Heart

Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

Features

Level 3: Animal Speaker

You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.

Level 3: Rage of the Wilds

Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.

Bear. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.

Wolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.

Level 6: Aspect of the Wilds

You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.

Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Panther. You have a Climb Speed equal to your Speed.

Salmon. You have a Swim Speed equal to your Speed.

Level 10: Nature Speaker

You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.

Level 14: Power of the Wilds

Whenever you activate your Rage, you gain one of the following options of your choice.

Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren’t wearing any armor.

Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.

Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.

D&D Free Rules (2024)

Savage Attacker

ORIGIN

You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Player’s Handbook (2024)

Skill Expert

GENERAL

Prerequisite: Level 4+

You gain the following benefits.   Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.   Skill Proficiency. You gain proficiency in one skill of your choice.   Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.

Player’s Handbook (2024)

Grappler

GENERAL REPEATABLE

Prerequisite: Level 4+, Strength or Dexterity 13+

You gain the following benefits.   Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.   Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.   Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.   Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

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