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Darcelle Kamari

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

STR
12
+1
DEX
16
+3
CON
16
+3
INT
12
+1
WIS
12
+1
CHA
9
-1
61
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+3 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
-1 Deception CHA
+1 History INT
+1 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greataxe +3 STR 1d12+1 Slashing
 Heavy, Two Handed
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Attacks

Expertise in Nature checks to identify monster tracks


Gained the ability to identify resistances, immunities, and weaknesses in creatures you fight. Once per enemy, per combat, may roll and Intelligence (Perception) check to identify an immunity, resistances, or weaknesses. The DC for this check is 8+Enemy CR.


Shifter



  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium.
  • Speed. Your walking speed is 30 feet.
  • Bestial Instincts. Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
  • 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.
  • Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Swiftstride


Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.



  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increase by 1.
  • Graceful. You have proficiency in the Acrobatics skill.
  • Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Barbarian


Class Features


As a barbarian, you gain the following class features.


Hit Points


Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st


Proficiencies


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


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 simple weapon
  • An explorer's pack and four javelins

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 of 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.


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.


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.


Path of the Beast


Form of the Beast


Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.


You choose the weapon’s form each time you rage:


Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.


Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.


Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.


Bestial Soul


Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:



  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Infectious Fury


At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):



  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • Target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Call the Hunt


At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.




Features & Traits

Warden's Cloak, Warden's Crest


5 candles, 5 flasks, a hunting trap, a journal, 5 vials, Hunter's Tools (knife set, waxed paper and twine)


Explorer Pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)


Four javelins






Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 35, Platinum: 0 Money

Common, Elvish, Dwarvish


Tools: Hunter's Tools


Armor: Light, Medium, Sheilds


Weapons: Simple, Martial




Languages & Proficiencies

Tough Feat at level 4




Notes


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