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Green

5 Level (0/14000 XP for level-up) Outlander Background Lizardfolk Race / Species / Heritage Neutral Alignment
Barbarian
Level 5
Hit Dice: 5/5
1d12+1 Class 1

STR
16
+3
DEX
18
+4
CON
13
+1
INT
10
+0
WIS
10
+0
CHA
10
+0
53
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40/40/0
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Rage
5 / 5
Hit dice
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+4 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+0 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +6 STR 1d6+3 piercing
 Monch
Greatsword +6 STR 2d6+3 slashing
 Heavy, two-handed
Attacks
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

You can hold your breath for up to 10 minutes.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Sentinel
Green has grown keen in their hunting, and knows how to take advantage of distracted or fleeing prey. This honed skill extends to his ability in combat.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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:
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.
You may use an action to continue your rage if you have not taken damage or attacked a hostile creature since your last turn,

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. This effect is overriden by natural armor.

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.

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.

Extra attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.



Primal Path: Totem Warrior
Totem of the Crocodile: Resistance to all non-psychic damage while raging.

Features & Traits
Weight: 130/240 lbs
Moon-touched Greatblade 6 lbs
An old greatsword Green found and refurbished along their travels. It emits light blue moonlight when unsheathed.
When unsheathed in darkness, this blade sheds moonlight, creating bright light for 15 feet, and dim light for an additional 15 feet.
Carving dagger 1 lbs
A worn carving dagger, commonly used to carve fresh kills for parts.
Patchleather Rucksack 2 lbs
A large rucksack made of assorted leathers sown together, with the straps being sleeved iron chain.
Patchleather bedroll 7 lbs
A bedroll Green made from the leathers of various kills.
Carved bone Mess kit 1 lb
A tin mess kit with the tin cutlery replaced with carved bone substitutes. Its more commonly used to turn animal parts into glues rather than used for actual eating.
Tinderbox 1 lb
A slightly worn tinder box that Green found while scavenging.
Torch (x10) 10 lbs
Torches that Green found while scavenging.
Hempen rope (50 ft) 10 lbs
A length of hempen rope that Green found while scavenging.
Tribal wear 4 lbs
Basic tribal wear made from the pelt of a tiger.
Gourmand's crockpot 30 lbs
Green's lifeblood, the sacred crockpot. A magical iron crockpot adorned with bone accessories commemorating its importance.
Campfire Stick 4 lbs
A trusty stick Green uses to tend to fires.
Hunting Trap 25 lbs
A hunting trap green found while scavenging. Its been heavily used to catch various animals.
Water jug (x5) 20 lbs
Water jugs used to carry a fresh water supply to keep Green hydrated.
Leatherworker's Tools 5 lbs
Green's beloved leatherworking tools, one of Green's most cherished items, second only to the sacred crockpot.
Bone lockbox 3 lbs
A bone lockbox with a makeshift lock, Green uses this to hold their shinies and their totems.
Current sculptures:
Crocodile totem: A detailed bone carving of a crocodile. It has some strange energy to it.
Tiger totem: A shoddy bone totem of what appears to be a tiger. It's creation appears to be rushed, and it is too delicate to add further detail.
Tribe shaman figurine: A detailed bone carving of a lizardfolk adorned in various garments.
Chieftain figurine: A bone carving of a lizardfolk wielding two axes, red dye has been used to highlight battlescars.

Equipment Copper: 0, Silver: 9, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Draconic, Dwarvish
Light armor, Medium armor, shields
Simple weapons, Martial Weapons
Leatherworker's tools

Languages & Proficiencies
This lizard constantly seeks out new foods, as after eating a new meal, it will sometimes appear from their magic crockpot. This causes the lizard be a bit of a gourmand sometimes.

Personality Traits
This lizard only lives to serve themself and those they see as tribemates. With their instincts calling for Green to constantly be eating, they have developed a sort of gourmand outlook, despite their cold-blooded mind. This lizard wants food, any food, tasty food, hot food cool food red food any food.
This lizard once made a kill they thought was of importance, and so they made a totem of the animal they had slain out of its bones, unknowingly garnering favor with natural spirits, and gaining the 'totem warrior' status they currently hold. Since then, Green makes detailed totems of important things, such as big kills and important tribemembers. Ironically, they've gotten so good at detailing their sculptures that what they tend to make is highly detailed figurines rather than totems.

Ideals
This lizard is not the brightest, sticking with whatever humanoids will take them in, seeing these humanoids as their tribe until they are inevitably separated.

Bonds
This lizard tends to follow anyone who is receptive to their companionship, as they tend to see anyone receptive to them as a member of their tribe. Anyone who furthers relations and gains his trust can easily convince him to do their bidding if they maintain trust and he is unwise to any potential dangers,.

Flaws
8’4” and 22 years old.

+2 to damage rolls while raged.

A magical pot with a lid and built-in cooking stove on its underside. When its knob is turned, the stove burner lights up and the lid locks for 1 minute. After a minute has passed, it will open and reveal a random meal previously eaten by the creature that turned the knob. No matter the contents, this meal incredibly delicious and highly fattening. The pot is deceptively deep and produces enough to feed the entire party, allowing all who eat from it to heal one hit dice + their constitution modifier, gaining all extra hp as temporary hp until the next long rest. The burner will then run dry and refuse to burn, rendering the pot unusable until the dawn of the next day.
Meal list: Roasted fish platter, Roasted venison and herb, Roasted pork and fruit combo, roasted rodent kebab

Hailing from a tribe somewhere in the vast Jungles of Chult, Green is a not-too-keen survivalist who got left behind in a tribal migration. Now, with instincts in damage-control mode, he attempts to join any group of humanoids that vaguely resemble a tribe. Most of the time he is told to shoo, but there is the occasional group that lets him tag along.
Being a cold blooded nomad, Green is constantly traveling around the jungles in search of more things to scavenge, or a new tribe to join, hence why he is an unfamiliar face to most.

Notes


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