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Silas

2 Level (0/900 XP for level-up) Experiment Background Vulperan (Maned Giant) Race / Species / Heritage Lawful Good Alignment
Barbarian
Level 2
Hit Dice: 2/2
1d12+3 Class 1

STR
16
+3
DEX
15
+2
CON
17
+3
INT
8
-1
WIS
11
+0
CHA
13
+1
29
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+1 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Claws +5 STR 2d4+3
Attacks
Racial Traits
Darkvision: 60ft

Brawny: Gain advantage on non-combat strength checks. Your claw damage is increased from 1d4 to 2d4

Class Traits

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.

Features & Traits
Clothes, sewing tools, phone, lighter, painkillers, maglight, disguise kit, large cloak, strange tech cube,

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

Armor
Light
Medium
Shields

Weapons
Simple
Martial

Tools
Sewing

Languages & Proficiencies
Communicating with me is difficult, until I feel comfortable with you.

Personality Traits
You can accomplish anything without harm, somehow.

Ideals
I would not have escaped if it weren't for the comrades that helped me.

Bonds
I am scared of my own powers, and will often refuse to use them.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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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