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Vessel

4 Level (0/6500 XP for level-up) Scion Background Manikin Race / Species / Heritage Alignment
Barbarian
Level 4
Hit Dice: 4/4
1d12+3 Class 1

STR
18
+4
DEX
7
-2
CON
16
+3
INT
12
+1
WIS
13
+1
CHA
11
+0
45
Hit Points
-2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30/60
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Rage
2 / 2
Gift of the Chromatic Dragon
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
-2 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
-2 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+6 Athletics STR
+0 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
PONCH +6 STR 1d6+4 Bludge
Greataxe +6 STR 1d12+4 Slashing
 HEavy, Twohanded
Javelin +6 STR
Attacks



Scions Creation:
Your time as a Scion has made you an expert in the creation and maintenance of complex machinery and constructs. You can spend an hour to perform maintenance on a construct, restoring a number of hit points to it equal to your level; a creature can only benefit from this feature once per day. Additionally, you can identify, inspect, and assess the function and value of mechanical or arcane devices or constructs. This does not mean you know how to operate such a device if you have never handled it before.

Features & Traits
Set of Tinkers Tools
Set of Painters Tools
A Greataxe
Four Javelins
Two Handaxes
Exporer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages
Common
Elvish

Armor:
Light, Medium, Shield
Weapons:
All Weapons


Tool Prof:
Tinkers Tools
Painters Tools

Languages & Proficiencies
I am deeply curious and always seking to understand the world around me
Will do what he is told immediatley without waiting

Personality Traits
I am so detatched from my own wellbeing i often refuse healing

Flaws
Overwhelming Power
Starting at 3rd level, you have learned to channel destructive energy through your fists and other body parts. When you hit with an unarmed strike, you can deal bludgeoning damageequal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This die increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. When you make an unarmed strike against a creature on your turn, you can use a bonus action to make another unarmed strike against the same creature.

Your sheer power puts a massive strain on most weapons, shattering them. When you hit with a melee attack with a nonmagical weapon, the weapon breaks in your hand and can’t be used to make attacks until it is repaired. In addition, the range of thrown weapons is doubled for you. If you hit with a ranged attack with a thrown weapon, you can use the damage die above in place of the weapon’s usual damage dice.



Gravitational Rage
At 3rd level, once per turn, when you deal damage to a creature with an unarmed strike, you can choose one of the following effects. These effects use your Earthbreaker save DC. Earthbreaker save DC = 8 + your proficiency bonus + your Strength modifier
• Burying Hands. The target must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn, as you partially bury it in the ground. If the target fails the saving throw by 5 or more, it is also knocked prone. If the target isn’t on the ground when it fails this save, it immediately falls instead, even if it can hover.
• Bulldozing Punch. You push the target 10 feet away from you or upward. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Strength modifier (minimum of 1). Creatures with a Strength score equal to or greater than yours can make a Strength saving throw to resist this effect, avoiding it on a success. If you push the target upward, it can make a DC 10 Dexterity saving throw, avoiding any fall damage on a success.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

Gift of the Chromatic Dragon

You’ve manifested some of the power of chromatic dragons, granting you the following benefits:

  • As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
  • When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

The statblocks of your class features

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con Mod
Hit Points at Higher Levels: 1d12 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Class Features

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 o f 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.  

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.  

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.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.  

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.  

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total.  

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

• (a) a greataxe or (b) any martial melee weapon   • (a) two handaxes or (b) any simple weapon   • An explorer’s pack and four javelins


Subclass Options

Path of the Beserker

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration o f your rage you can make a single melee weapon attack as a bonus action on each o f your turns after this one. When your rage ends, you suffer one level of exhaustion.  

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet o f you. If the creature can see or hear you, it must succeed on a W isdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration o f this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.   If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.  

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.  

Path of the Lunatic

Shattered Soul

At 3rd level when you select this path, you gain resistance to psychic damage. Additionally, it is not entirely clear if you are actually carrying a weapon or not; those around you aren't entirely sure if your weapons are real, or if your hands are empty when you attack. While raging, you may have your weapon deal psychic damage instead of its normal damage type.  

Astral Impressions

Your insanity allows you to see the emotional imprints of people, creatures, and objects. At 6th level, while raging or by willingly becoming insane for 1 minute, you gain the ability to sense the emotions of creatures and emotionally charged objects or sites that you can see in the Material Realm or Border Ethereal plane. This emotional sense is usually limited to a word or short phrase: “rage,” “betrayal,” “grief for her child,” “joy,” and “relief at escaping” are common examples. For objects to be sensed, they must carry a strong emotional impression, such as from being wielded or held by a creature of intense and consistent emotion, such as a dragon’s greed embodied in a particularly prized object, a warlord’s flame of glory distilled into her sword or a monster’s xenophobia encapsulated in one of its magical protections.   You may use this ability to attempt to perceive emotional creatures or objects you cannot see on the Material Plane or in the Border Ethereal. As a bonus action while raging or as an action you may take while insane, you can search for emotions within 30 feet of you. You can’t detect constructs, emotionless creatures (such as mindless undead), or any creature with a Charisma of 3 or lower using this ability. While raging, you may add your proficiency bonus to damage rolls made against creatures and objects perceived in this way.  

Cursed Prophecy

While mists of madness swirl through your mind, they part the mists of temporal and planar boundaries, and you gain glimpses of the future, of far realms, and of the long distant past swirled together with your own memories and emotions. Starting at 10th level, at the end of your rage, you may cast the spell contact other plane. These visions are intelligible to you and you alone; however, when describing your visions to anyone else or when writing them down, you may only use words that have little or no relation to what you saw, and the sentences you use should be garbled and cryptic.   For example, if you learn about the location of an ancient magical item of great power, you might describe what you saw exclusively in anatomical terms: “a heart beating under the mountain’s skin, near the weeping eyes of the sky and sea!” – or in mythological analogy: “I saw Ares dive into the bloody mouth of Scylla’s seventh head, and smelt her heart into a needle of light while she vomited stone and flame.” You may not use this feature again until the end of a long rest.  

Insane Reality

At 14th level, your insanity becomes so intense that it blurs the line between the world of physical reality and dreams. Your strikes can now hit incorporeal beings and beings in the Border Ethereal that you can perceive. Also, you may speak and interact with these creatures as if you were on the same plane, though your physical form remains on the Material Plane. While insane, you may take actions to interact with these creatures, including movement.  

Path of the Storm Herald

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.   Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert or sea. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.   If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.   Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.  

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.   Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.  

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.  
 


LevelProficiencyBonus FeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Arceiron Campaign Setting / Homebrew

Manikin

ability score increase:
age: As they are not alive, a Manikin does not age. However, their materials slowly lose their magic essence over time, meaning they will ultimately lose control over their entire body and turn back into inanimate objects.
alignment: Manikins are born from an outpouring of extreme emotion, into an inanimate doll. Most Manikins are "born" out of love, compassion and empathy, and are of good alignment. But there are occasions where they can be born from hostility, greed and lust, and will reflect those values.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages:
race features:

Size

Manikins can be small puppets or imposing armors. You are Medium or Small. You choose the size when you select this race.  

Constructed Life

You are made of inanimate material but have been given life and a soul, making you a living being for the purpose of all effects that require it. You are a Humanoid. You are also considered a Construct for any prerequisite or effect that requires you to be a Construct.  

Living Material

Manikins don’t need to eat, drink, or breathe. In addition their metallic mind is incorruptible, they have advantage on saving throws against madness.  

Lightning Heart

You have resistance to lightning damage.  

Born to Serve

Manikins are made to be unable to hate or resent their creators. This lapse in judgment affects you in all circumstances. You have disadvantage on Wisdom (Insight) checks.  

Mendable Body

Either by performing 2 hours of work with appropriate Artisan's tools or by using the mending cantrip, you can re-attach your lost limbs, as long as they have not been destroyed. If your limbs get permanently lost or destroyed, they can be replaced by spending 1 workweek of work with appropriate Artisan's tools as well as 50 sp of appropriate materials. Alternatively they can be replaced through the Regenerate spell, as normal. If your head or heart get permanently destroyed, they can not be replaced by any means short of a Wish or True Resurrection spell, as they contain the essence of your soul.  

Modular Plating

Your body can be upgraded with built-in defense layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.   Through 8 hours of work in a specialized workshop, you can alter your defensive layers to any armor type or back into your Unarmored state. To do so you require an undamaged armor of the type you want to upgrade your body with, with which you need to be proficient. By doing so, you gain the effects of wearing the armor (e.g. Armor Class, magical benefits or Disadvantage on Stealth checks), but the armor itself and therefore its weight becomes part of your body.   Unarmored. Your AC equals 11 + your Dexterity modifier.  

Subraces

Manikins can be created for a variety of purposes, but they are mostly divided into three subraces: Custodian, Handler and Thespian. Choose one of the available subraces.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Nathandere.

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