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Sarvesh "Iron" Vilhemina

10 Level (0/85000 XP for level-up) Planes Lost Background Metallic DragonBorn - Silver/Steel Race / Species / Heritage Lawful Good Alignment
Barbarian - Path of the Gamer
Level 10
Hit Dice: 10/10
1d12+4 Class 1
Warlord
Level 1
Hit Dice: 1/1
1d+4 Class 3

STR
20
+5
DEX
14
+2
CON
18
+4
INT
22
+6
WIS
11
+0
CHA
10
+0
120
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
14
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+2 Dexterity
+8 Constitution
+10 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+10 Arcana INT
+9 Athletics STR
+0 Deception CHA
+6 History INT
+0 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+10 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
**Metallic Ancestry**
You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
*Silver/Steel Dragon - Cold*

**Breath Weapon**
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Draconic Resistance**
You have resistance to the damage type associated with your Metallic Ancestry.

**Metallic Breath Weapon**
At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

*Enervating Breath.* Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

*Repulsion Breath.* Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

**Planes Lost- Origin**
You possess a natural resilience to the magical effects of the mortal realm. This grants you an advantage on saving throws against spells, and you are resistant to one type of damage of your choosing (Force).

Whenever you deal damage with a spell or weapon, you can substitute the damage type with your chosen type (Force) up to a number of times equal to your proficiency bonus. This feature can be used a maximum number of times before requiring a long rest to recharge.

Dual Wielder
You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

In addition to this feat's regular effects, all weapons you wield ignore the Two-Handed property. Also, when you make your off hand attack bonus action, you can make another one off hand attack as part of the same action.

Additionally, You may now also use two-weapon fighting with Two-Handed weapons.
Jayso™ — 03/30/2024 2:33 AM
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Features & Traits
*Smiths tools* - Flavored as Arms and Tail

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Draconic & Common
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Survival, Perception, Athletics

Languages & Proficiencies
Path of the Gamer
Path of the Gamer barbarians have a unique ability to see the world as if it were a game. They have a special affinity for quests and challenges, and are able to see quests lists and objectives that normal people are unable to see. This allows them to approach situations in a different way than others, and they often surprise their allies and enemies with their tactics.

When they enter a new area, their eyes scan the environment for any quest markers or objectives. They have a natural sense of direction that guides them towards the next objective, and they have an uncanny ability to navigate even the most complex of environments. They are always on the lookout for hidden treasures or quests, and will go to great lengths to complete them.

The Path of the Gamer barbarians see these invisible quests as part of their daily lives, and often incorporate them into their own personal quests. They may set out on a quest to complete a particularly challenging side quest, or they may embark on a journey to find a rare item that only exists in the game world.

3rd Level Feature
Mini-Quests
You have a knack for completing quests and gaining experience from them. Each quest you complete earns you a certain amount of Quest Points (QP), depending on its difficulty. A minor quest earns you 1 QP, a medium quest earns you 2 QPs, and a major quest earns you 3 QPs.

You can spend your QPs to gain a temporary bonus to your attacks, damage, or AC, depending on how you spend them. Spending QP grants you a plus bonus equal to the amount of QPs you expend.

You can only spend QPs once per turn, and the bonus lasts until the start of your next turn. In addition, you cannot accumulate QPs that are more than your current barbarian level at any given time, and any excess QPs are lost. Finally, the DM has final say over what constitutes a minor, medium, or major quest, and how many QPs each quest earns.

Rageventory
You can place an object into your inventory, up to an amount of items equal to your proficiency modifier that you can use during combat or exploration. These items can be mundane objects such as ropes, grappling hooks, or torches, or they can be magical items such as potions, scrolls, or wands. You can use each item in your inventory once per short rest without expending it. You can swap out items in your inventory during a long rest.

6th Level Feature
Quest Store
When you roll initiative and have no uses of Quest Points (QP) remaining, you regain uses equal to your proficiency.

Additionally, as a bonus action or as part of you activating your rage you can choose to expend 2 QPs to gain one of the following benefits until the start of your next turn;

Your next attack roll scores a critical hit if the attack hits
Gain immunity to one damage type of your choice
Gain an extra action (usable only to take the Attack, Dash, Disengage, Help, Hide, or Use an Object action)

10th level Feature
Gamer's Taunt
When you hit a creature with an attack roll while raging; you can expend 3 QPs to force the creature to make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

The creature must attack you, and is unable to see and target other other creatures until it deals damage to you.
On its next turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

14th Level Feature
Play of The Game
When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain two QPs for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the Quest Store feature once. In addition, you and each chosen creature gain temp hp equal to your barbarian level.

Warlord
Blood Pact
Starting at 4th level, you tap into your intellect to blend the powers of a Warlock with the brute force of a Barbarian. You gain access to Pact Magic as a Warlock, using your Intelligence modifier for spellcasting instead of Charisma. You can also cast and concentrate on spells even when raging. You gain two Warlock invocations of your choice, regardless of prerequisites and subclass.

For the purpose of warlock weapons or pact weapons, one of your current equipped weapon counts as it.

War Mastery
Starting at 8th level,Your combat prowess becomes unmatched as you refine your skills on the battlefield. You gain proficiency in one save of your choice, and you can add your Intelligence modifier to your spells or cantrip damage that use attack rolls.

Lord of Arcane
Starting at 12th level,Your understanding of magic within yourself deepens, allowing you to use powerful spells. Choose one 6th-level spell from the Warlock spell list. You can cast this spell once per long rest without expending a spell slot. Your spellcasting ability for this spell is Intelligence.

Warlords Aura
Starting at 16th level, you and all allies within 10ft gain resistance to one damage type of your choice (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) that you can switch after a long rest. Additionally, you gain advantage on saving throws against spells and other magical effects.

Warlord's Dominion
Starting at 20th level, you reach the pinnacle of your mastery over both magic and martial prowess. Once per long rest when you rage, you can unleash the full extent of your power. For one minute, you gain the following benefits:

Your weapon attacks deal an additional 2d12 force damage.

You have advantage on all saving throws.

You can cast eldritch blast as a bonus action.

After using this feature, you can't use it again until you finish a long rest.
Cutting the Weave
As a bonus action, you can channel your inherent knowledge of fate to enhance your attacks. For the next minute, your attacks with the Fate Breaker score a critical hit on a roll of 19 or 20. Once you use this feature, you can't use it again until you finish a short or long rest
Jayso™ — Today at 5:02 AM
Vuvella's Guidance
When you would miss an attack roll, you can choose to reroll once and must take the new roll. However you take necrotic damage equal to your proficiency modifier

Notes


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