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Silver Sword
Level 5 (0/14000 XP for level-up)
Background Folk Hero
Size Medium
Species Earth Pony- Clydesdale
Barbarian
Level 1
Hit dice 1/1
1d12+3
Fighter
Level 4
Hit dice 4/4
1d10+3

STR 19
+4
STR save: +7
DEX 16
+3
DEX save: +3
CON 17
+3
CON save: +6
INT 9
-1
INT save: -1
WIS 11
+0
WIS save: +0
CHA 13
+1
CHA save: +1

Initiative (DEX)
+3
Speed
30
Heroic Inspiration
Armor Class (AC)
16
Barbarian AC Boost
Hit Points
40 / 62
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Hunting Rifle +9 DEX 2d10+3 Piercing
 Range 80/240
Short Sword +8 STR 1d6+4 Piercing
Bite +8 STR 1d4+4 Bludgeoning
Hoof +8 STR 1d4+4 Bludgeoning
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Barbarian AC Boost 16
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+7 Athletics STR
+1 Deception CHA
-1 History INT
+3 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
-1 Tech INT

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents
Languages - Equestrian and Cervine

Weapons - Simple Weapons, Martial Weapons, Rifles, Shotguns

Tools - Gun Repair kit, Vehicles (land)

Armor - Light armor, Medium armor, Shields
Features & Traits
Class Features


Barbarian
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.

Fighter
Fighting Style - Archery, you get a +2 bonus to ranged attack rolls

Second Wind - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge - You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Fighting Spirit - Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Race



Stand Firm -
Whenever an effect would force you to move or knock you prone, you can roll a DC 15 Strength, Dexterity, or
Constitution saving throw to ignore the movement or prone effect.

Vim & Vigor -
Whenever you roll Hit Dice to heal, add +2 to the result of each die. Whenever you gain temporary hit points, add +2 to the amount received.

Strong Back -
Your speed is not reduced by wearing heavy armor in which you are proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.

Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do not add it to your maximum HP, but you can use it during short rests to heal.
Cartoon Physics Abilities
Hold Your Horses

This power can be used in two ways:
Drag someone along: As a bonus action (2 points) you drag an adjacent creature along with any movement you use this turn and release them at the end of your turn. If the creature is resisting or is grabbed or restrained in some way, you contest your Strength against the opposing force.
Go along for the ride: Activate as your reaction (2 points) when an adjacent creature moves away from you. You can either let yourself be dragged along (letting go at any time) or you can attempt to stop the creature's movement. In that case, contest your Strength against the target's. On a success the target's movement ends. On a failure you can either let them go or go along for the ride, as above.

Montage

With access to a library, helpful friends, or intense personal dedication, you can quickly learn a new proficiency or complete a time-consuming task.
Dual Use: This ability has two uses: learning a new proficiency, or completing a task more quickly.
Cram Session: To learn a new skill, language, tool, or weapon proficiency you must first engage in a cram session taking a total study time of 24 hours minus your Intelligence score. During that time you need access to a friend already trained in the proficiency, or a well-stocked library. Activate at the end of the cram session (2 points). You gain proficiency in one skill, language, tool, or weapon until you complete a long rest. You can refresh this power without needing the lengthy cram session by spending the required points again at the end of each long rest as long as you refresh the power every day.
Quicker Tasks: If you use this power to complete some other task (2 points), you simply cut the time requirement of the task in half. Example tasks include learning a new spell, crafting an item, searching a crime scene for clues, traveling to another town with your companions, and so on. If the task takes more than one day to complete, each day that you spend the point cost you progress at double the normal rate.

Hammerspace

You always seem to have just the right thing on-hoof for the situation. No idea where you kept it all this time though.

During a rest you can stow inanimate objects of size small or smaller in a null space that defies reality. The weight limit of stowed objects is equal to your normal carry weight limit. Essentially, you have two separate inventories: one for your stowed objects, and one for your carried or worn objects. If you're unable to resist, other characters can go through all your “pockets” and pull out all the items you have stowed in random order. Finding each one requires a contest of the searcher’s Intelligence (Investigation) or Wisdom (Perception) against your Dexterity (Stealth). Activate as a bonus action (1 point). You retrieve one of the stowed objects, usually by pulling it out from behind your back, from a pocket, or out of your bushy mane or tail.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.03, made by Tillerz - Updated: 2025-02-15

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