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Grundak Shatterstone

4 Level (0/6500 XP for level-up) Guide Background Goliath (Stone Giant) Race / Species / Heritage Lawful Neutral Alignment
Barbarian (Wild Heart)
Level 4
Hit Dice: 4/4
1d12+2 Class 1

STR
16
+3
DEX
14
+2
CON
15
+2
INT
8
-1
WIS
13
+1
CHA
10
+0
44
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
35/70/0
Speed (walk/run/fly)
11
Passive Perception
2 / 3
Rage
1 / 2
Resistance Reaction
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Echofang, the Shatterbite Great Axe +6 STR 1d12+3 magical, slashing
 Heavy, Two-Handed, Cleave
Echofang, the Shatterbite Great Axe (Rage) +6 STR 1d12+2+3 slashing
 Heavy, Two-Handed, Cleave
Handaxe +5 STR 1d6+3 slashing
 Light, Thrown (range 20/60), Vex
Handaxe (Rage) +5 STR 1d6+2+3 slashing
 Light, Thrown (range 20/60), Vex
Unarmed +3 STR
Attacks

Spell Book

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 or more 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 (Path of the Wild Heart)


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

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 follwing options of your choice.

Bear


When you activate your Rage, choose two damage types, other than Force or Psychic. You have Resistance to the chosen types until the Rage ends.

Eagle


When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action.

Wolf


While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.

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.

Features & Traits
Magic Items:

Echofang, the Shatterbite Axe
Weapon (Battleaxe or Greataxe), Rare (requires attunement by a Barbarian)

Appearance:
A broad-headed axe with a blackened steel blade, etched with angular glyphs that shimmer faintly when rage fills the wielder. Its haft is wrapped in what feels like scaled leather, and its edge hums softly when near conflict.

Stats & Features:
Counts as a +1 magical axe (your choice of battleaxe or greataxe)

While raging, you deal an extra 1d4 thunder damage on the first hit of each of your turns

Once per short rest, when you reduce a creature to 0 HP, you can let out a shattering roar as a free action:

All creatures within 10 feet must succeed on a DC 13 Constitution save or take 2d6 thunder damage and be deafened for 1 minute

Kilt of the Thunderstride
Wondrous Item (Clothing), Uncommon (requires attunement by a Barbarian)

Appearance:
A heavy, plaid-patterned kilt made from storm-colored wool, reinforced with leather bands and faded runic embroidery along the hem. The fabric is rugged but never seems to get dirty, and it always flutters heroically—even with no wind.

Effects:
While wearing the kilt, if you are not wearing armor or using a shield, you gain a +1 bonus to your movement speed, and your base AC cannot be reduced below 13 (unless you're incapacitated).

Once per long rest, when you move at least 20 feet in a straight line before hitting a creature with a melee attack, you can cause a thunderclap to erupt behind you:

The target and all creatures within 5 feet of you must succeed on a DC 13 Constitution saving throw or take 2d6 thunder damage and be deafened for 1 minute.

On a success, they take half damage and aren’t deafened.

Come and shop at Corrin's Kilt Emporium!!!

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 18, Platinum: 0 Money
Magic_Initiate (Druid):
Effect:
  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
  • In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  • Spellcasting


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