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Zeph Styrmwyrzin

8 Level (0/48000 XP for level-up) Pirate Background Air Genasi Race / Species / Heritage Chaotic Anger Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+4 Class 1

STR
20
+5
DEX
14
+2
CON
18
+4
INT
8
-1
WIS
12
+1
CHA
10
+0
93
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
45/90
Speed (walk/run/fly)
14
Passive Perception
2 / 4
Rage(+2)
1 / 1
Feather Fall
1 / 1
Levitate
8 / 8
Hit Die
Spellcasting ...
+4 Attack mod
WIS Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+7 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +8 STR 2d6+5 Piercing/Slashing
 Heavy, parry, sweeping, two handed, variable (+2 when raging to dmg)
Dagger +8 STR 1d4+5 Piercing/Slashing
 Finesse, light, prone fighting, thrown(20/60)
Handaxe +8 STR 1d6+5 Slashing
 Light, slicing, thrown(20/60)
Javelin +8 STR 1d6+5 Piercing
 Thrown(60/120)
Abyss Warden Battleaxe +8 STR 1d8+1d6+5 Slashing + Radiant
 (Transformed), bonus action DC13 Con save for creatures in 5ft or take 1d6 radiant. 2d6 rather than 1d6 radiant against Larger+ aberrations. Slicing, sweeping, versatile(1d10, finisher)
Abyss Warden Longsword +8 STR 1d10+1d6+5 Bludgeoning/Piercing/Slashing + Radiant
 (Un-Transformed), bonus action DC13 Con save for creatures in 5ft or take 1d6 radiant. 2d6 rather than 1d6 radiant against Medium- aberarations. Ensnaring, parry, sundering, two-handed, variable
Attacks

Spell Book

Race:
Darkvision: 60ft
Unending Breath: You can hold your breath indefinitely while you're not incapacitated.

Class:
Rage: ADV on strength checks, Add +2 to strength melee, resistance to bludgeoning, piercing and slashing dmg
Unarmoured Defence: 10+Dex+Con
Danger Sense: ADV on Dex saves against effects you can see. Must not be blinded, deafened or incapacitated.
Reckless Attack: ADV on attacks, enemies havd ADV against you
Primal Knowledge: gain proficiency in one skill from the barbarian skills
Extra Attack
Fast Movement: movement speed increases by 10ft whilst not wearing heavy armour
Feral Instinct: ADV on initiative rolls. If you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn but only if you rage before doing anything else.
Instinctive Pounce: As part of your rage bonus action, you can move up to half your speed.

Subclass:
Galvanic Heart: Gain resistance to lightning dmg, if you are already, instead you reduce lightning dmg by 1d6 AFTER resistance applies.
In addition, while raging, you can unleash the lightning within. For the duration of your rage, you can use your bonus action to unleash various powers.
SAVING THROWS: 8+prof+con (15)
-Electrified Chains. You can use your bonus action to create chains of lightning that wrap around your weapon. The next time you hit a creature this turn, it takes additional lightning damage equal to twice your Constitution modifier and becomes ensnared by the chains, which anchor to the floor, until the start of your next turn. Each time it attempts to move more than 10 feet while ensnared, it must make an Athletics check contested by your Athletics check, freeing itself on a success. On a failure, it takes the lightning damage again and its speed is reduced to 0 until the start of your next turn.
-Fulgurant Strike. When you hit a creature with a melee weapon attack, you can leave the weapon embedded in their chest for a brief moment and immediately use a bonus action to call down lightning from the heavens to strike them, using the weapon as a conduit, before retrieving it. The target takes lightning damage equal to twice your Constitution modifier, and all creatures within a 5-foot radius must succeed on a Dexterity saving throw against your Vessel save DC or also take that damage. You have advantage on this saving throw.
-Lightning Step. As a bonus action, you can move up to half your speed. During this rush, your body becomes supercharged; if you end this movement within 5 feet of a creature, it takes lightning damage equal to twice your Constitution modifier as the lightning leaps to them. If there are multiple creatures, choose one that takes the damage.

Roaring Crash:
At 6th level, you are ready to leap into battle at a moment’s notice, crashing down on your foes like thunder from the heavens. As part of entering your rage, you can leap into the air, before crashing down on a point on the ground that you can see within 30 feet of you that isn't occupied by a Huge or larger creature. All creatures in a 10-foot radius centred on that point must succeed on a Dexterity saving throw against your Vessel save DC or take a number of d8s of lightning damage equal to your Constitution modifier (minimum of 1d8), or half as much damage on a success.
If a creature is in the space on which you land, they have disadvantage on the saving throw and are pushed 5 feet out of your space into an unoccupied space of their choice. If no unoccupied space is within range, the creature instead falls prone in your space.
At 10th level, the distance you can leap increases to 60 feet, and you can land in spaces occupied by Huge creatures. At 14th level, the distance increases to 90 feet, and you can land in spaces occupied by Gargantuan creatures.

Background, Bad Reputation:
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Feats:
Athlete:
-Increase your Strength or Dexterity by 1, to a maximum of 20. (dex)
-When you are prone, standing up uses only 5 feet of your movement.
-Climbing doesn't cost you extra movement.
-You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Features & Traits
Class: greatsword, handaxes(x2), explorers pack (Backpack,bedroll,mess kit,tinderbox,torch (x10),rations (x10),waterskin,hempen rope), dagger, javelins (x2)
A belaying pin (club), 50ft of silk rope, a lucky charm, a set of common clothes, money pouch, Sovranth Empire silver pocketwatch, Misty Crystal Ball
Belt of Dwarvernkind (Attuned)
Abyss Warden's Axeblade
Potion of Greater Healing(x3), Potion of Possibility, Potion of Heroism

Equipment Copper: 0, Silver: 8, Electrum: 0, Gold: 369, Platinum: 0 Money
Common, Primordial

Light armour, medium armour, shields
Simple weapons, martial weapons
Navigator's Tools, vehicles(water)

Languages & Proficiencies
Mouthless God wants the Heart of the Sea, and Zeph has to get it for Him.

Ideals
I don't like being restrained

Flaws
Vessel DC = 15
Spells/long rest: Shocking Grasp, Feather Fall, Levitate
+2 Rage dmg

BELT: ADV on interacting with dwarves(persuasion), 50% chance on dawn to grow a beard

1 more madness :)

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

The statblocks of your class features

Barbarian

The Barbarian

"These individuals are scarce and few now a days, with most being government/patronly executioners or colosseum heroes for show."

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
hit dice: 1d12 per level
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per level
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simpIe weapon
  • An explorer's pack and four javelins
spellcasting:
class features:

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. 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 or taken damage since then. You can also end your rage on your turn 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.
 
Once you have raged the number of times shown in 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

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.  

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 wounds. 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 of 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.
subclass options:

Primal Paths

Path of the Ancestral Guardian

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.  

Path of the Ancestral Guardian Features

Barbarian Level Feature
3rd Ancestral Protectors
6th Spirit Shield (2d6)
10th Consult the Spirits, Spirit Shield (3d6)
14th Vengeful Ancestors, Spirit Shield (4d6)
 

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.  
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
  Path of the Berserker

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.  

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 of your rage you can make a single melee weapon attack as a bonus action on each of 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 of you. If the creature can see or hear you, it must succeed on a Wisdom 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 of 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 Storm Herald

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.  
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.  

Path of the Storm Herald Features

Barbarian Level Feature
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm
 

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, sea, or tundra. 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.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase 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.
 

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.
  • Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
 

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.  

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.
  • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

 
  Path of the Totem Warrior

Path of the Totem Warrior

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

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 the Spellcasting section.  

Totem Spirit

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.
  • Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Elk. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
  • Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
  • Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
 

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.  
  • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
  • Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
  • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
  • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).
 

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.  

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.  
  • Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
  • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
  • Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
  • Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

 
  Path of the Abomination

Path of the Abomination

Many barbarians are able to remain in their humanoid form as they rage, even as they seem to be animalistic in their rage, they do not change. However, that is not the case for those who walk the path least followed, those of the path of the abomination.  
They are mutated with a foul blood, one of a feral monster, and when they rage the beast within comes out to hunt.  

Path of the Abomination Features

Barbarian Level Feature
3rd Horrid Transformation
6th Psych Up, Experimental Nails
10th Eldritch Blood
14th The Quickening
 

Horrid Transformation

Starting at 3rd level, when you choose this path, your rage transforms you into a foul beast. When you rage, you gain the following features.
  • You gain resistance to poison, necrotic and acid damage.
  • You gain vulnerability to radiant damage.
  • Your unarmed strikes deal 1d6 slashing damage, and you can use your bonus action to make an unarmed strike. This adds your ability modifier to it, regardless of if you have Two Weapon Fighting or not.
  • You treat your unarmed strikes and one-handed melee weapon attacks as having the reach property.
 

Psych Up

Beginning at 6th level, anger is merely one of the few tools at your disposal. After a short or long rest, you can choose to psych yourself up. When psyched up, you deal additional damage equal to your rage damage bonus on all weapon attack damage rolls, for 1 hour. However, for the same hour, you take irreducible psychic damage equal to your rage damage bonus, whenever you take damage from a creature. As a bonus action, you can choose to stop being psyched up.  

Experimental Nails

Additionally, at 6th level, your unarmed strikes are counted as being magical for the sake of overcoming resistance.  

Eldritch Blood

At 10th level, your claws sharpen, and your hide toughens, in your bestial form. You unarmed strikes now deal 1d8 slashing damage, and you are no longer vulnerable to radiant damage while raging.  

The Quickening

Beginning at 14th level, your destructive habits manifest in a pure form. As a bonus action, while raging, you can choose to mark one creature for death, for 1 minute. When you take the Attack action on your turn, if you hit only that creature, you can make one more weapon attack than you normally could. At the end of each of your turns, you take irreducible psychic damage equal to half the damage you took this turn, or half your barbarian level, whichever is higher. You can end this effect early, as a bonus action. After using this feature, you must take a short or long rest before doing so again.
  Path of the Zealot

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.  
A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.  

Path of Zealot Features

Barbarian Level Feature
3rd Divine Fury, Warrior of the Gods
6th Fanatical Focus
10th Zealous Presence
14th Rage beyond Death
 

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.  
  • Necrotic. The extra damage you deal with Divine Fury is necrotic.
  • Radiant. The extra damage you deal with Divine Fury is radiant.
 

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.  

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.  

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.  

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Sailor/Pirate

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.   Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely travelled? Is it still sailing, or is it missing and presumed lost with all hands?   What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Skill Proficiencies Athletics, Perception
Tool Proficiencies Navigator's tools, vehicles (water)
Equipment A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket on the Trinkets table in PHB chapter 5), a set of common clothes, and a belt pouch containing 10gp

Features

Feature: Ship's Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favour, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.  

Variant Sailor: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavoury reputation in many a port town.   If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.   Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature instead of Ship's Passage.   No matter where you go, people are afraid of you due to your reputation. When you are in a civilised settlement, you can get away with minor criminal offences, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

Traits

Roll a d8 1d8 Personality Trait
1
My friends know they can rely on me, no matter what.
2
I work hard so that I can play hard when the work is done.
3
I enjoy sailing into new ports and making new friends over a flagon of ale.
4
I stretch the truth for the sake of a good story.
5
To me, a tavern brawl is a nice way to get to know a new city.
6
I never pass up a friendly wager.
7
My language is as foul as an otyugh nest.
8
I like a job well done, especially if I can convince someone else to do it.

Ideal

Roll a d6 1d6 Ideal
1
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2
Fairness. We all do the work, so we all share in the rewards. (Lawful)
3
Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
4
Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
5
People. I'm committed to my crew mates, not to ideals. (Neutral)
6
Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)

Bond

Roll a d6 1d6 Bond
1
I'm loyal to my captain first, everything else second.
2
The ship is most important – crew mates and captains come and go.
3
I'll always remember my first ship.
4
In a harbour town, I have a paramour whose eyes nearly stole me from the sea.
5
I was cheated out of my fair share of the profits, and I want to get my due.
6
Ruthless pirates murdered my captain and crew mates, plundered our ship, and left me to die. Vengeance will be mine.

Flaw

Roll a d6 1d6 Flaw
1
I follow orders, even if I think they're wrong.
2
I'll say anything to avoid having to do extra work.
3
Once someone questions my courage, I never back down no matter how dangerous the situation.
4
Once I start drinking, it's hard for me to stop.
5
Once I start drinking, it's hard for me to stop.
6
Once I start drinking, it's hard for me to stop.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Genasi (Air)

Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
ability score increase: +2, +1 in Anything
age: About a century
Size: Medium
speed: 35 ft.
Languages: Common, One of Your Choice
race features:
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
  • Lightning Resistance. You have resistance to lightning damage.
  • Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the featherfall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

StarlightVeil.

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