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Bjorn Hammerfist

3 Level (0/2700 XP for level-up) Pheonix Ward Background Minitaur Race / Species / Heritage Chaotic Good Alignment
Barbarian Juggernaut
Level 3
Hit Dice: 3/3
1d12+2 Class 1

STR
17
+3
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
10
+0
34
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
+2 cartagerphers DEX
+2 cookings DEX
skills
+3 Medicine WIS
-1 Nature INT
+3 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Accel Axe +3 STR 1d12+3 slashing
 When you hit with this weapon, you gain 1 charge up to a maximum of 5. You lose all charges, if you are knocked unconscious or don't hit a target within 1 minute,When you hit a creature with this weapon, you can expend any number of charges to increase your weapon's damage by +1 for each charge expended.When you jump, you can expend charges to increase your jump's height or distance by an extra 5 feet for each charge expended. If the weapon is very rare or higher, the distance or height is increased by an additional 5 feet per charge.As an action you can expend up to 5 charges to unleash an accelerated slash against a creature within 5 feet of you. That creature must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength Modifier. On a failed save, the target takes #d4 slashing damage, where # is equal to the number of charges expended. On a successful save, the target takes half as much damage. This damage is increased to #d6 at rare, #d8 at very rare, and #d10 at legendary.
Attacks
Level 1: Rage
PHB'14 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.

Level 1: Unarmored Defense
PHB'14 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.

Level 2: Danger Sense
PHB'14 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.

Level 2: Reckless Attack
PHB'14 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.

Level 3: Primal Path
PHB'14 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 Juggernaut
TDCSR p165
Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.

Juggernaut barbarians can be found all over Tal'Dorei, and are common among the goliath warriors of the Rivermaw herd that wanders the Dividing Plains. Some dwarves and humanoid survivalists of the Cliffkeep Mountains adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the Rifenmist Peninsula, having cast off the oppressive yoke of the Iron Authority.

Level 3: Thunderous Blows
TDCSR p165
Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Rules Tip: Forced Movement
p166
Usually when one creature moves out of a hostile creature's reach, the hostile creature can use its reaction to make an opportunity attack. However, forced movement—such as being pushed by a Path of the Juggernaut barbarian's Thunderous Blows feature—doesn't provoke opportunity attacks.

Likewise, a juggernaut barbarian's Hurricane Strike feature allows an ally to make a melee weapon attack as a reaction only if the foe ends its forced movement within 5 feet of the ally. If a foe is pushed through other spaces within 5 feet of your allies, those allies can't make normal opportunity attacks against the foe.

Level 3: Spirit of the Mountain
TDCSR p166
At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved along the ground against your will.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 450, Platinum: 0 Money
3 shells
1 wing
anaroth stomach
qulity sack

Notes


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