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Jiva Eturb
Level 10 (0/85000 XP for level-up)
Background RipperDoc
Size Medium
Species Dragonborn
Barbarian
Subclass World Tree
Level 10
Hit dice 10/10
1d12+5

STR 17
+3
STR save: +7
DEX 20
+5
DEX save: +5
CON 20
+5
CON save: +9
INT 13
+1
INT save: +1
WIS 17
+3
WIS save: +3
CHA 13
+1
CHA save: +1

Initiative (DEX)
+5
Speed
55
Passive Perception
17
Heroic Inspiration
Armor Class (AC)
20
Hit Points
170 / 170
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Scapper +7 STR 1d10+3 Slashing
  Properties: Heavy, Reach, Two‑Handed Graze
Javelin +7 STR 1d6+3 Piercing
  Properties: Thrown (30/120 ft.) Slow
Hydraulic Legs +9 DEX 1d8+5 Bludgeoning
Armor ( AC Mod: +5 )
W T  Armor AC D Properties
Skills
P/E Bonus Skill Abi
+5 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+1 Deception CHA
+1 History INT
+3 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
+3 Medicine WIS
+1 Nature INT
+7 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 65, Platinum: 0
Treasure and Equipment
Hydraulic Jacks (Tier 2)
Sensory Enhancements (Tier 2)
Proficiencies, Languages, and Talents
Athletics, Perception, Intimidation
Healers' Kit
Features & Traits

Level 1: Rage


PHB'24 p51
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage
When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage
You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells
You can't maintain Concentration, and you can't cast spells.

Duration
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Level 1: Unarmored Defense


PHB'24 p51
While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Level 1: Weapon Mastery


PHB'24 p52
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Level 2: Danger Sense


PHB'24 p52
You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Level 2: Reckless Attack


PHB'24 p52
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Level 3: Barbarian Subclass


PHB'24 p52
You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.

Path of the World Tree


PHB'24 p56
Trace the Roots and Branches of the Multiverse

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.

Level 3: Vitality of the Tree
PHB'24 p56
Your Rage taps into the life force of the World Tree. You gain the following benefits.

Vitality Surge
When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.

Life-Giving Force
At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Level 3: Primal Knowledge


PHB'24 p52
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

Level 4: Ability Score Improvement


PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Level 5: Extra Attack


PHB'24 p53
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Fast Movement


PHB'24 p53
Your speed increases by 10 feet while you aren't wearing Heavy armor.

Level 6: Subclass Feature


PHB'24 p53
You gain a feature from your Barbarian subclass.

Level 6: Branches of the Tree
PHB'24 p56
Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

Level 7: Feral Instinct


PHB'24 p53
Your instincts are so honed that you have Advantage on Initiative rolls.

Level 7: Instinctive Pounce


PHB'24 p53
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Level 8: Ability Score Improvement


PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 9: Brutal Strike


PHB'24 p53
If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

Forceful Blow
The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow
The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

Level 10: Subclass Feature


PHB'24 p53
You gain a feature from your Barbarian subclass.

Level 10: Battering Roots
PHB'24 p56
During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.

Race


Dragonborn
PHB'24
p187
Creature Type: Humanoid

Size: Medium (about 5-7 feet tall)

Speed: 30 feet

Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

Draconic Ancestor: Copper/Acid

Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision
You have Darkvision with a range of 60 feet.

Draconic Flight
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.

Feats


Sentinel
PHB'24
p207
General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.

Ability Score Increase
Increase your Strength or Dexterity by 1, to a maximum of 20.

Guardian
Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.

Halt
When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn.

Polearm Master
PHB'24
p206
General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.

Ability Score Increase
Increase your Dexterity or Strength by 1, to a maximum of 20.

Pole Strike
Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4.

Reactive Strike
While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.


Origin



RipperDoc
You have prof and expertise in medikits
On a long rest, you can alter a yourself or another creatures cybernetic giving them an additional bonus for the next 8 hours, you can choose one of the following;
+2 AC
+10 hit points
prof in a save

Once you have used this on one creature, you have to wait till your next long rest.
Backstory
Jiva Eturb is a small local RipperDoc that also works to protect their would-be patients from others. She has practiced on herself many times which has resulted in her swapping out both of her legs with full prosthetics and both of her eyes and even part of her brain with cyberware.
Notes
Rolled: 15 STR/17 DEX/18 CON/12 INT/16 WIS/12 CHA
Lvl 1: 15 STR/18 DEX/20 CON/12 INT/16 WIS/12 CHA
Lvl 4: 16 STR/18 DEX/20 CON/12 INT/16 WIS/12 CHA (Sentinel)
Lvl 8: 16 STR/19 DEX/20 CON/12 INT/16 WIS/12 CHA (Polearm Master)


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

Easton2.

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