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Overlord

10 Level (0/85000 XP for level-up) Corpo/Military Background Wagonborn Race / Species / Heritage nc Alignment
Fighter
Level 7
Hit Dice: 7/7
1d10+5 Class 1
Barebarian
Level 3
Hit Dice: 3/3
1d12+5 Class 2

STR
20
+5
DEX
20
+5
CON
20
+5
INT
10
+0
WIS
10
+0
CHA
17
+3
176
Hit Points
+9
Initiative (DEX)
34
Armor Class (AC)
+4
Prof. Bonus
30/60 wagon form
Speed (walk/run/fly)
10
Passive Perception
2 / 2
rage
1 / 1
Action Surge
1 / 1
Second Wind
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+5 Dexterity
+9 Constitution
+0 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+9 Athletics STR
+3 Deception CHA
+0 History INT
+0 Insight WIS
+7 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Tunnel Fighter
UALDU p1
[–]
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind
PHB p72
[–]
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.

Maneuver Versatility
UACFV p5
[–]
1st-level feature (enhances Maneuvers)

If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

Action Surge
PHB p72
[–]
Starting at 2nd level, 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.

Martial Archetype
PHB p72
[–]
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Champion
PHB p72
[–]
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical
PHB p72
[–]
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement
PHB p72
[–]
When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility
UACFV p1
[–]
4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Martial Versatility
TCE p41
[–]
4th-level fighter optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Extra Attack
PHB p72
[–]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Ability Score Improvement
PHB p72
[–]
When you reach 6th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility
UACFV p1
[–]
6th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Martial Archetype feature
PHB p72
[–]
At 7th level, you gain a feature granted by your Martial Archetype.

Remarkable Athlete
PHB p72
[–]
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Rage
PHB p46
[–]
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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense
PHB p46
[–]
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
PHB p46
[–]
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.

Survival Instincts
UACFV p1
[–]
2nd-level barbarian feature (replaces Danger Sense)

You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Reckless Attack
PHB p46
[–]
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 Path
PHB p46
[–]
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Path of the Totem Warrior
PHB p50
[–]
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker
PHB p50
[–]
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit
PHB p50
[–]
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Corporate
+1 ASI
Starting Item;
300 data
Corporate Datalocker (keycard)

Jaws (Military Corp)
+1 STR
You gain prof in all armour and weapons, if you already have prof then you gain a +1 to AC and attack rolls.
Once per long rest, you can take over a creatures cybernetics causing them to take orders. They usergo the effects of the command spell but the self harm effect is negated.

Features & Traits

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


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

The statblocks of your Weapons, armor and other important/magical equipment

[block: List of Implants; [8:15 PM NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits; The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information]
[block: and data in real-time. You gain proficiency in Investigation checks when searching for digital information.   Arcane Cannon EGW p265 Wondrous item]
[block: very rare This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired]
[block: it must recharge for 5 minutes before it can be fired again.   The creature firing the cannon chooses the effect from the following options:   Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw]
[block: a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw]
[block: or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Frost Shot. The cannon shoots a ball of frost to a point you can see within 1]
SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
[block: ending the effect on itself on a success. Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1]
SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
[block: or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save]
[block: ending the effect on itself on a success.   Glaive]

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Wagonborn Wagonborn is both a curse and a race that is born. When a person is afflicted with Wagonism they gain the ability to turn into a wagon]
[block: it is a lifelong infection. The appearance of a Wagonborn is determined by your ancestor's race or your race when cursed. Size: Medium (Large when in wagon form) Speed: 30ft (60ft in Wagon-form) Age: They live to 70 years and mature at 18 Body's Conversion: You can use your bonus action to change from a humanoid to a wagon (You change to a large size) Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push]
[block: or lift. SPEED: When you take the dash action while in wagon form]
[block: you take 2d10 force damage. Ramming: When you dash and hit a creature while dashing they take 1d12 bludgeoning damage]
[block: then you may once per turn push an enemy 50ft in a direction you choose when you ram them.   Metal You gain +2 AC and are resistant to fire/force but your speed is halved and your SPEED Feature is 100ft instead of 200ft. The ramming feature changes to 50ft instead of 100ft.]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

DisowendCrayon.

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