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Thade:Renn

6 Level (0/23000 XP for level-up) Sage Background Kaerosi Race / Species / Heritage Chaotic Neutral Alignment
Barbarian
Level 6
Hit Dice: 6/6
1d12+2 Class 1

STR
16
+3
DEX
16
+3
CON
15
+2
INT
8
-1
WIS
11
+0
CHA
9
-1
61
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
13
Passive Perception
4 / 4
Rage
Spellcasting ...
+3 Attack mod
WIS Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+3 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
-1 Deception CHA
+2 History INT
+0 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bitter Judgment (Greataxe) +7 STR 1d12+3 Slashing
Handaxe +7 STR 1d6+3 Slashing
Handaxe +7 STR 1d6+3 Slashing
Javelin (x4) +6 STR 1d6+3 Piercing
 Range 30/120
Attacks

Spell Book

Ghost Jaunt - Bonus action, teleport up to 30 ft to unoccupied space. # of uses equal to proficiency bonus, regained after long rest. Resistance to all damage until next turn after using. Appear ghostly and translucent.
Dark Vision - 60 ft
Ancestral Will - advantage on saving throws you make to avoid or end the charmed condition on self.
Necrotic Resistance
Trance - Don't need to sleep, can't be put to sleep by magic. Long rest takes 4 hours, during which you retain consciousness. Gain 2 proficiencies with weapon or tool of choice after, lasts until end of next long rest.
Ancestral Protectors - Spectral warriors appear when you rage. First creature you hit with an attack becomes the target of warriors. Until the start of your next turn, that target has disadvantage on any attack not against you, and when it hits a creature other than you with an attack, that creature has resistance to the damage.
Spirit Shield - Supernatural protection. If raging and a creature you can see within 30 ft of you takes damage, you can use your reaction to reduce damage by 2d6.
Rage - Bonus action. if not wearing heavy armor, advantage on strength checks and saving throws. Bonus to strength damage rolls (see table, +2 at lvl 6). Resistance to bludgeoning, piercing, slashing damage. Can't cast or concentrate on spells. Lasts 1 minute. Ends early if you don't attack or take damage by end of turn.
Unarmored Defense - When not wearing armor, AC is 10+dex mod+con mod. Still works with shield.
Reckless Attack - Can make first attack on turn reckless, gives advantage on melee weapon attack rolls using strength during turn, but attacks against you have advantage until next turn.
Danger Sense - advantage on dex saving throws against effects you can see, like traps and spells. Can't be blinded, deafened or incapacitated for this to work.
Primal Path - Path of the Ancestral Guardian
Extra Attack - 2 attacks per turn.
Fast Movement - +10 ft to movement speed.
Researcher - When you attempt to learn or recall a piece of lore, if you don't know the info, often you know where and from whom you can obtain it.
Fell Handed - +1 bonus to attack rolls you make with the handaxe, battleaxe, greataxe, warhammer, and maul. You gain following benefits when you use them: whenever have advantage on a melee attack and you hit, can knock target prone if lower of the two rolls would also hit. When you have disadvantage, target takes bludgeoning damage equal to strength mod if the attack misses but the higher roll would have hit. If you use the Help action to aid an ally's melee attack while wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage, they gain a +2 bonus to the roll if the target is using a shield.

Features & Traits
Greataxe
Scale Mail (disadvantage on Stealth)
Handaxe x2
Explorer's pack
Javelin x4
Bottle of black ink
Quill
Small knife
Belt Pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Simple weapons, Martial Weapons...

Club, Dagger, Greatclub, Handaxe, Javelin, Light hammer, Mace, Quarterstaff, Sickle, Spear, Firearm, Crossbow, light, Dart, Shortbow, Sling, Battleaxe, Flail, Glaive, Greataxe, Greatsword, Halberd, Lance, Longsword, maul, Morningstar, Pike, Rapier, Scimitar, Shortsword, Trident, War pick, Warhammer, Whip, Blowgun, Crossbow, hand, Crossbow, heavy, Longbow, net

light armor, medium armor, shields

Languages & Proficiencies


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