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Prisney Saltstep

5 Level (0/14000 XP for level-up) Feylost Background Lightfoot Halfling Race / Species / Heritage Neutral Good Alignment
Barbarian
Level 5
Hit Dice: 5/5
1d12+2 Class 1

STR
15
+2
DEX
15
+2
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
13
+1
50
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
10
Passive Perception
3 /
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+2 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+4 Deception CHA
-1 History INT
+0 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +5 STR 2d6+2 Bludgeoning
 Heavy, Two-Handed
Mace +5 STR 1d6+2 Bludgeoning
Javelin +5 STR 1d6+2 Piercing
 Thrown (Range 30/120)
Attacks
Racial Features
Ability Score Increase: Dex+2, Chr+1
Lucky: When you roll a 1, you can reroll the die and you have to use the new result, even if it is another 1.
Brave: Advantage on saving throws against being frightened
Nimble: You can move through the space of any creature that is of a size larger than yours. (Bigger than Small, Large when raging)
Naturally Stealthy: You can try to hide behind larger creatures.

Class Features
Rage: 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 of the Barbarian table. (+2)
  • 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.
    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.
    Danger Sense: 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.
    Reckless Attack: 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: Path of the Giant (Features below)
    Extra Attack: You can attack twice when you take the attack action.
    Fast Movement: Your movement speed increases by 10 feet when you are not wearing armor.

    Path Features
    Giant's Power: You learn to speak, read and write Giant. Additionally, you learn to cast Druidcraft, wisdom is your spellcasting ability for this.
    Giant's Havoc: While raging, you gain the following benefits:
  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. (Mace is turned into Maul as well)

  • Background Features (Feylost)
    Feywild Visitor: During a long rest, you might be visited by a Fey creature. No harm can come from these encounters. The visitor can give information, whether it is true or not is up to the DM. You can remember each visit when you wake up, and the conversation is always in a language you understand, even if the creature would not normally speak this language.
    Feywild Connection: Natives of the Feywild recognize you as one of their own, and friendly Fey are inclined to come to your aid.

    Features
    Strike of the Giants: Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect.
  • Cloud Strike: The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.

  • Features & Traits
    Weapons: Maul, Mace (Looks like smaller version of the maul), Javelin (x4)
    Tools: Pan Flute
    Armor: -
    Pack: Explorer's Pack (A backpack, bedroll, mess kit, tinder box, 10 torches, 10 days of rations, a waterskin, 50ft of hempen rope)
    Miscellanious: An iron coin that vibrates when a fey creature is within 10/20 feet. (From Background)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money
    Proficiencies
    Armor: Light Armor, Medium Armor, Shields
    Weapons: Simple Weapons, Martial Weapons
    Tools: Pan Flute
    Miscellanious:
    Skills: Intimidation, Deception, Nature, Survival
    Languages
    Common, Halfling, Sylvan, Giant

    Languages & Proficiencies
    I never lost my childlike sense of wonder, and cannot contain this curiosity.

    Personality Traits
    Wanderlust, I want to explore every part of the world.

    Ideals
    I feel drawn to natural spaces and I feel uneasy without nature nearby.

    Bonds
    I am very excitable and as a result cannot focus for a long time, and know very little about where I truly come from.

    Flaws


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