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Tigrex Eturb

20 Level (0/355000 XP for level-up) Mountains of Strife Background Harengon Race / Species / Heritage Chaotic Neutral Alignment
Manamonger|Scarseeker Barbarian
Level 10
Hit Dice: 15/10
1d12+12 Class 1
Ancients Paladin
Level 10
Hit Dice: 10/10
1d10+12 Class 2

STR
28
+9
DEX
20
+5
CON
34
+12
INT
14
+2
WIS
20
+5
CHA
18
+4
541
Hit Points
+11
Initiative (DEX)
29
Armor Class (AC)
+6
Prof. Bonus
40
Speed (walk/run/fly)
21
Passive Perception
1 / 1
Channel Divinity
Spellcasting ...
+18 Attack mod
CON Ability
+12 Abi Mod
26 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+27 Strength
+17 Dexterity
+30 Constitution
+20 Intelligence
+23 Wisdom
+16 Charisma
saving throws
+5 Acrobatics DEX
+11 Animal Handling WIS
+11 Arcana INT
+21 Athletics STR
+21 Deception CHA
+2 History INT
+5 Insight WIS
+27 Intimidation CHA
+2 Investigation INT
+11 Martial WIS
skills
+5 Medicine WIS
+2 Nature INT
+11 Perception WIS
+27 Performance CHA
+13 Persuasion CHA
+2 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Khaos +18 STR 1d12+3+2+9 True Fire/Slashing
 Every (Except for Ranged)
Attacks

Spell Book

1st Barbarian: Rage, Unarmored Defense, Divine Sense, Lay on Hands
2nd Paladin: Fighting Style, Spellcasting, Divine Smite
3rd Paladin: Scarseeker/Manamonger Barbarian, Ancients Paladin, Divine Health
4th Paladin: ASI, Reckless Attack, Danger Sense
5th Barbarian: Extra Attack
6th Paladin: Aura of Protection
7th Barbarian: Feral Instinct, Instinctive Pounce
8th ASI Level: lol
9th Barbarian: Brutal Critical
10th Paladin: Aura of Courage
11th Barbarian: Relentless Rage
12th ASI Level: Improved Divine Smite
13th Monk: lmao
14th Monk: Cleansing Touch
15th Barbarian: Persistent Rage


Barbarian 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.

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.


Paladin Features



Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Session 0 Boon


Raging Critical
+4 Cap to Str/Dex/or Con
Once per combat you may use a rage charge to auto critical attack but, must be stated before the roll.


Evolution Boon



Your size category is increased by two steps, up to a maximum of colossal. In addition, you can choose to become any size from your maximum down to medium, shifting as a bonus action.
In addition, you gain the Powerful Build racial trait.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


CON USED FOR CHA SKILLS, SPELLS
CAST SPELLS WHILE RAGING


Harengon Features




Hare-Trigger
You can add your proficiency bonus to your initiative rolls.

Leporine Senses
You have proficiency in the Perception skill.

Lucky Footwork
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Feats



Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Skill Expert
You gain proficiency in one skill of your choice. (Performance)

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)

Fey Touched
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. (Gift of Alacrity)

Resilient
You gain proficiency in one Saving Throw of your choice. (Intelligence)

ORIGIN: MOUNTAINS OF STRIFE
Proficiency in Martial checks
+2 STR

PaladinPaladin
noun :

  • any of the twelve peers of Charlemagne's court, of whom the Count Palatine was the chief.
    undefined



Detected language : English

Features & Traits
0 Tickets
4 Data Fragments
Bag of Holding
Boots of Elvenkind - No footstep sound
Khaos, E.X.A.-Calibur IV
Force of Nature, Ddonger Armor
Lost Love, Solitude Ring DESTROYED
Striving Strider Shades, Badass Shades
Encore Haori, Dancer Haori
=================

E.X.A.-Calibur IV; The Creator's (Mordred) Fire; Khaos!


+3 Shifting Blade (Counts as a Every Weapon Property Except Ranged)
Awakened
Pinnacle of The First Flame
Blood Attunement: Eturb Famliy
---------------------------
Past Wielder: None

Current Wielder: Tigrex Eturb; Destruction's Champion

Excalibur Piece #VIII: Khaos the Third Born of Primordial, The People's Champion, Freedom Roar, and The Chaos Drakengard
-----------------------
Unleash The Emperor Crimson
As your weapon unleashed it's true power flames surround you bring forth Conquest of the Eternal flames to those in combat with the true enemy, as the Nova flames of black within 10 feet around you. Choose between Nova or Prometheus gift and receive the benefits of your chosen aura. In addition, your chainblades bonus to attack and damage rolls is doubled against creatures Dreadborne, Corrupted Ones, Zealots, Void Creatures, or Elder Creatures.

While under the effects of Blessing of Emperor Crimson, you gain the benefits of both auras.

Nova's Gift
As the black flames surround you the divine power aids your companions to strike down their enemies . If an ally hits an attack while in your aura with, they do additional True fire damage on the attack equal to your Charisma modifier. Additionally, if a friendly creature hits on an attack with which it had Critcally hit, you can use your reaction to make one melee attack against the same target, dealing additional fire damage equal to twice your Charisma modifier on a hit.

Prometheus's Gift
As the flames glow a bright crimson, you can imbue a weapon that you are holding with fiery energy using the gift of life. This weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to magical damage or Healing Element. Creatures from the outer planes are epitomes of extreme alignment, so you have special power over them. On a critical which bursts into flames that sear the eyes of True Enemy. They must make a Charisma saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
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THE MOST HEATED CHAMP: +4 Charisma, +4 Constitution, and +2 Strength to your scores. This can exceed the ability score cap, up to 30 if it is your primary ability score cap, or 24 if it is your secondary ability score cap.
Everlong Inferno: Gain a 1d4 of fire damage you deal with your Aura's or, 1d4 to healing allies and yourself for every point of an attribute that cannot go past its capacity.

The Eterrnal Flame: This Axe Deals 1d12 True Fire Damage until the end of their next turn.

This Fire Burns; Always:
Whenever your Critical Damaged (Setting Hp to 0, out right dying, or Critically hit). You true heal based on half the damage Dealt. This affect happens only twice per combat.
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Internal Strife
This Axe aims his attacks strategically, causing his target to bleed. Burning enemies take 1d4 True Fire or Slashing damage at the beginning on the round. This effect stacks up to five times with each Internal Strife effect ending 2 rounds after a stack has been applied.

BEYOND THE FIRES: Enemies that reach five Internal Strife stacks cause you to go further beyond in rage, increasing your damage from attacks by 3d12 on hit and deal True Necrotic Damage.

THE FLAME EATER- As a bonus action while raging you consume stacks of Internal Strife from a Target and you must make a Wisdom Save (8+Con+prof). If you fail you lose yourself and only attack Recklessly the Next Turn. If you save you and an ally True Heal 10 HP for each stack consumed. You can do this maneuver up to your prof mod per combat.

----------------------
I'm inside the WALLS BROTHER!!:
You can as an item interaction return this weapon back to your hand or body.
----------------------
Fiery Sweep!!As an action Khaos jaws open then winds up swinging in a wide circle. All Creatures within 30 ft. of you must make a DC (8+Con+prof) Dexterity saving throw. Creatures, take 1d4 True slashing damage and on hit abilities and effects then have a stack of Internal Strife applied to them. You may then as a bonus action, you can activate THE FLAME EATER! on each Creature that got hit by this and not consuming a charge of that Maneuver. You can do this maneuver three times per long rest.
----------------
Inferno Chains!!
Khaos sweeps up your enemies with his Nova fire's chains pulling them to you. Creatures within a 30 ft. cone in front of you make a DC (8+Con+Prof) Int saving throw. Creatures that fail are grappled and pulled to the space directly in front of you, moving to the next unoccupied space Affected targets also have their Movement Speed reduced by 15 ft. and cannot take Reactions until the end of their next turn. Creatures that succeed duck under the sweep. Three times per short rest.

CAN YOU SMELL WHAT I'M BURNING: You may then as a bonus action, activate Fiery Sweep! to each Creature that saved from Inferno Chains!!. This addition doesn't consuming a charge from that Manuever.
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Exa Finale
The People's FIRE! Emperor Crimson!
You and Khaos become on assuming the form of a great fiery panther, emanating an aura of power and the people, as a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

A Fiery halo appears on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light is sunlight.
You and all allies within 30 feet of you are under the effects of a protection from evil and good spell.
You emanate an aura of the Eternal Flame in a 10-foot radius. The True Enemy in the aura have vulnerability to fire and radiant damage.
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Once you use this feature, you can't use it again until you finish a long rest and you gain 5 points of Exhaustion that can only be removed by certain hunters or elders.
==================

Force of Nature



+1 (Natural Armor/Clothes/ T-shirt)
Mythic
Aspect of Ddonger
Special Attunement: Barbarian
-----------------------

No Me Already Stronk Mind: If you already have Prof in that save. Instead gain Prof in Wis or Int.

Survivors Grit: You gain a +2 increase to your constitution score, this can exceed your cap. (Cant exceed 30)

It's Big Boi Time: When you enter combat primal power courses through the armor into you, until combat ends you are under the effects of the enlarge spell.

Gravity Well: Once per day you as an action you can create an aura force around you in a 15ft radius that lasts for a number of rounds equal to your con mod. Enemies who enter, start their turn in, or attempt to leave your aura must make a Str save equal to 8+constitution mod+proficiency or take 1d8+con mod in force damage and be pulled 5ft towards you, they take Half dmg on save and are not pulled in and are able to leave. If they fail the save within 5 feet of you they take an additional dmg equal to your str mod this is halved on a save.

Force Quake: You may stop Gravity Well early as an action, if you do your gravity well explodes outwards dealing xd8 (x is equal to the rounds active plus half your level) [Max of 5] force dmg, they must make a Str Save (8+con+prof) or enemies will be knocked prone and be pushed back 15ft, on save enemies in the radius take half dmg and are not knocked prone.
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AC Bonus 1->2

Adaptability
The first time you take damage each round (starting with your turn) whilst raging, you gain DR equal to your proficiency bonus against the type of damage you took. This DR persists until the start of your next turn.
• If you suffer damage of multiple types at once, you choose which type you gain DR against.

C-Moon
The area affected by Gravity Well is considered difficult terrain by all creatures of your choice. Additionally, each time a creature fails their saving throw against its affect(s) past the first, they become restrained until the start of their next turn.

=================================

Striving Strider Shades


Wondrous Eyewear - Requires Attunement by a Fuckin' Badass
Aspect of Apollo
Draconic Rarity

Guilty Glare
You can add your Strength modifier to Charisma ability checks. In addition, you gain maximum hit points equal to your Strength score.

"Let's give 'em somethin' to strive for."

Sol Survivor
Whenever you are reduced to 1 or 0 hit points, you erupt in a fiery solar explosion. Every other creature within 30 feet of you must make a Dexterity saving throw against your spell save DC. A target takes 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

If this occurs because you are reduced to 0 hit points, the damage dealt is doubled.

"You're too weak to be playin' with fire."

Find Your Way
While wearing these shades, you are immune to the blinded condition, and can see through all forms of visual obfuscation out to 120 feet, this includes darkness, fog, or anything else that would usually blind those within it without special forms of sight, but it does not include objects or terrain.

Additionally, you can use a free action to cast an audio-only Minor Illusion as though under the sound amplification of Thaumaturgy, though only to play your theme song.
Your theme song is up to your own discretion, but the shades come preloaded with the song provided.

"Let's go and step it, buddy!"

Tyranny's Tirade
As a part of your attack action, you can exchange an attack for a finishing move with the full wrath of solar destruction. Make a melee weapon attack. On a hit, deal its regular damage and add additional damage equal to half the damage you have dealt to the target this turn, not including this attack.

You can make this attack once, regaining its use upon the completion of a long rest. If this move reduced its target to 0 hit points, you instead regain its use upon the completion of a short or long rest.

"Tch, pathetic."

Great Gangster Graveyard
As an action, you can fly to a creature within 120 feet, making a contested Strength (Athletics) check against the target upon arrival. You make your Strength (Athletics) check at advantage, and if you already have advantage, you gain a +5 bonus. If you succeed in the check, the creature suffers 8d8 fire damage and 8d8 radiant damage. In addition, they are grappled and made prone.

You can use this action use, regaining its use upon the completion of a long rest.

"Ain'tcha ever heard what happens when you FLY TOO CLOSE TO THE SUN?!"
================================================================================================

Encore Haori


Wondrous Clothing- Requires Attunement By An Apollo Pacted
Mythic Rarity
A vanta-black haori with symbolism of crimson flowers was crafted from an amulet attuned to destroy, making this article of clothing valuable to Apollo Hunters. Enhancing flowing and dance-like movements, it is also preferable to performers.

Live For Destruction
Whenever you critically strike a creature or reduce one to 0 hit points with an attack, you regain a number of hit points equal to a roll of your Hit Die plus your Constitution modifier.

BRING. IT. ON.

Die For The Dance
You can forgo a knowledge/martial check on your turn to instead make a Charisma (Performance) check against the save DC. If the result would be a moderate success or greater, a creature of your choice within 30 feet gains an additional 30 feet of movement and do not provoke attacks of opportunity until the start of your next turn.

You can make this check a number of times equal to your proficiency modifier, regaining expended uses upon completion of a long rest.

Oh yeah, bring it ON baby!

I'm Not Even Tryin'
Whenever you make a Charisma ability check that directly involves your attractiveness (such as those made to seduce), you make it at advantage. This increases your passive attractiveness as judged by your Charisma score by 5.

I did all the hard work for these looks back at the gym already, ya know?

Run It Back
When you fail an attack roll, saving throw, or ability check, you can reroll it.

You can use this ability once, regaining its use upon completion of a short or long rest.

Hey, hey, HEY! I wasn't ready, take two, take two!

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 570500, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution


Languages

Tongue of the Sun and Moon

Languages & Proficiencies
Optional Wild Magic Table

Axe is a parasite, son of Tori??
Axe is named Khaos
Reverse Temperance
Notes: Save dad (In Jungle of Elements), Make Khaos back to normal, kill Paradox Volnarus
Children:
Amatsu Eturb - Ancestral Guardian Barbarian
Aster Eturb
Izuchi Eturb
Daisy Eturb
Daora Eturb
Azalea Eturb
Narwa Eturb
Violet Eturb
Rakna Eturb
Lily Eturb
Safi Eturb
Jiiva Eturb
Jasmine Eturb
Iris Eturb - Creation Bard
Zorah Eturb - Wild Magic Sorcerer


Backstory: Tigrex was a timid boy in his village. Very soft-spoken and ready to help anyone if they asked. He eventually began to train under his father with the greataxe passed down to him. One day, 7 years ago, his village was attacked by the Void Dragon Hades. It was wiped out but not before Tigrex was able to land a hit against her, unknowingly leading to the eventual awakening of the Clarent, Khaos. After that day Tigrex began to change in his personality. He started to become more violent and arrogant. Talking and yelling louder so that he could drown out his own thoughts and memories of that day. He still blames himself for not being strong enough to save his own family, and so he yearns for more strength.

Height: 6'2"
Weight: 205lbs

Path of the Manamonger

Overloaded Blows
Starting when you choose this path at 3rd level, mana begins overflowing from your body to such a degree it becomes visible as an arcane blue aura throughout your rage. While raging, your body generates mana, and your melee attacks deal additional force damage on a hit equal to your stored mana. You begin each rage with 0 mana, but generate 1 whenever you make a melee attack or take damage.

When your stored mana reaches or would exceed 5, you Overload, triggering an effect based on how the most recent mana was generated, and your mana is reset to 0.

Attack: The target of the attack, hit or miss, takes 2d6 force damage.

Took Damage: All other creatures within 10 feet must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), suffering 2d6 force damage on a failed save, or half as much damage on a successful one.

The mana and overloading that a Manamonger experiences is different from that of a Mana-Mage as the former directs an powerful flow, and the latter controls a steady source, thus the two do not benefit from each other in any way.

Arcane Osmosis
Over time, you come to understand the arcane through the constant flow of it throughout your body. At level 6, you gain proficiency in Intelligence (Arcana) checks, and can use your Wisdom modifier in place of your Intelligence modifier when making such checks.

In addition, when your stored mana reaches or would exceed 5, you can choose to maintain your current mana rather than Overload. You can do this a number of times equal to your Constitution modifier (minimum of 1), and regain all expended uses upon finishing a short or a long rest.

Might Through Mana
Your arcane fury comes through all the harsher as you've obtained a level of mastery over it. At 10th level, the effects of Overloading are amplified.

Attack: You add twice your Constitution modifier (minimum of 2) to the damage dealt by the Overload.

Took Damage: You gain an amount of temporary hit points equal to the damage roll of the Overload that persist until the end of your rage.

Power Unleashed
Power constantly builds within you, and at 14th level, you know how to truly let it loose. At the start of your turn while you are raging, you can choose to Overload as though you took damage. When you do so, your mana does not reset, and the following effects persist until the start of your next turn.

You cannot generate or lose mana.
All attacks you make and damage you take causes an Overload.
Your melee attacks deal 10 additional force damage on a hit, but do not benefit from stored mana.

Once you have used this feature, you cannot do so again until you finish a long rest.


Path of the Wild Magic

Magic Awareness
When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic
Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash
At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge
At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.


Path of the Scarseeker

Fight Through the Pain
Starting at 3rd level, while you're raging and are hit by a weapon or natural weapon attack, but before damage is rolled, you may choose to lean into the incoming strike, disregarding the Resistance given by your Rage(Slashing, Piercing and Bludgeoning damage) and instead taking the full damage. After the attack is resolved, you gain a number of temporary hp equal half the amount of damage that attack dealt to your non-temporary hitpoints.

While you have temporary hitpoints granted by Fight Through the Pain, you deal additional damage on attacks equal to your current temporary hp granted by Fight Through the Pain.

These temporary hitpoints automatically expire when you stop raging, also removing the extra damage they grant.

Give it Your All
Starting at 6th level, you can choose to proclaim yourself as a testament to your body’s endurance. As a Bonus Action you open your guard as test to your own mettle. Every enemy who can see you and is capable of attacking you may make a weapon or natural weapon attack with you as the only target. If you survive the onslaught, you automatically gain temporary hitpoints equal to half the total damage taken as if it were one source, for Fight Through the Pain. You cannot use this feature again until after you finish a Short Rest or Long Rest.

Don't Fear the Reaper
Starting 10th level, whenever you complete a Long Rest you gain the effect of the spell Death Ward, with a special Duration of "until you finish another long rest."

A Living Legend
Starting at 14th level, your body is a living tale of the many adventures you have partaken, the enemies you have overcome, and the remnants of their attempts to slay you. You are a paragon of your own sheer will, a presence strong enough to overcome magic itself. You gain resistance to Acid, Cold, Fire, Force, and Lightning damage if you do not have them already, and can use Fight Through the Pain on these damage types and any effects that deal that type of damage.

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