+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+11 | Strength | |
+5 | Dexterity | |
+12 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+9 | Athletics | STR | |
-2 | Deception | CHA | |
+0 | History | INT | |
+0 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT | |
+8 | Vehicles (Space) | DEX | |
+8 | Navigator's Tools | DEX |
+0 | Medicine | WIS | |
+5 | Nature | INT | |
+5 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Meteor Javeline | +10 | STR | 1d6+1+4 | Piercing | |
Thrown (30/120) | |||||
Mage-Slayer | +10 | STR | 2d46+1+4 | Slashing | |
Special | |||||
Bite | +10 | CON | 1d4 | Piercing | |
Special | |||||
Longsword | +10 | STR | 1d8+1+4 | Slashing | |
Versatile | |||||
Great Sword | +10 | STR | 2d6+1+4 | Slashing | |
Two-Handed | |||||
Staff of Thunder and Lighting | +11 | STR | 1d6+2+4 | Bludgoning | |
Versatile. Spellcasting |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e
Staff
Very Rare Requires Attunement
When one of these Properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. Lightning Strike: You can use an Action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an Action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened. Thunder and Lightning: You can use an Action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 + 2 / 1d8 + 2 | Bludgeoning |
Weight: 4lb
PHB, page 151
Adventuring Gear
Common
Includes:
Cost: 10gp
Weight: 35lb
Ring
Rare Requires Attunement Requires Attunement
While wearing this ring, you get a plus 2 bonus to your AC and saving throws
The statblocks of your class features
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
Barbarian Level | Feature |
---|---|
3rd | Ancestral Protectors |
6th | Spirit Shield (2d6) |
10th | Consult the Spirits, Spirit Shield (3d6) |
14th | Vengeful Ancestors, Spirit Shield (4d6) |
d4 1d4 | Origin |
---|---|
1 | One of your parents is a lycanthrope, and you’ve inherited some of the curse. |
2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
Barbarian Level | Feature |
---|---|
3rd | Matter at Hand, Favor the Bold |
6th | Hearty Blow |
10th | Stroke of Inspiration |
14th | Tenacious Heart |
Barbarian Level | Feature |
---|---|
3rd | Devouring Rage, Sanguine Scent |
6th | Blood Hound |
10th | Blood of the Pack |
14th | Sanguine Clarity |
Barbarian Level | Feature |
---|---|
3rd | Storm Aura |
6th | Storm Soul |
10th | Shielding Storm |
14th | Raging Storm |
Barbarian Level | Feature |
---|---|
3rd | Lingering Magic, Wild Surge |
6th | Magic Reserves 1d4 |
10th | Arcane Rebuke |
14th | Chaotic Fury, Magic Reserves 1d6 |
d8 1d8 | Effect |
---|---|
1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. |
5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
Barbarian Level | Feature |
---|---|
3rd | Divine Fury, Warrior of the Gods |
6th | Fanatical Focus |
10th | Zealous Presence |
14th | Rage beyond Death |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Dragon | Damage Type |
---|---|
Amethyst | Force |
Crystal | Radiant |
Emerald | Psychic |
Sapphire | Thunder |
Topaz | Necrotic |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.