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Gramps

3 Level (0/2700 XP for level-up) DeathStalkers Background Dragonborn (Fatalis) Race / Species / Heritage Chaotic Evil Alignment
Barbarian (Ashen one)
Level 3
Hit Dice: 3/3
1d12+2 Class 1

STR
17
+3
DEX
10
+0
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
14
+2
37
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+0 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+2 Deception CHA
-1 History INT
+1 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
HAMMER +6 STR 2d6+1d4+1d4+3
Attacks
Shifting Scales. Your scales change color daily. This determines your draconic resistance and breath weapon for the day. Each day at dawn, roll a d3 and refer to the table below to determine your scale's color.
d3 Draconic Resistance Breath Weapon
1 Necrotic Black Fire (Dex. save)
2 Fire Crimson Demons Breath (Dex. save)
3 Lightning Emperor's Roar (Dex. save)
Black Fire. When you use your breath weapon, you exhale black flames in a 15-foot cone. The damage dealt by this breath weapon is half necrotic and half fire. If the damage die is odd, the last die is dealt as necrotic damage.
Crimson Demon's Breath. When you use your breath weapon, you exhale black flames in a 5 by 30-foot line. The damage dealt by this breath weapon is half necrotic and half fire. If the damage die is odd, the last die is dealt as fire damage.
Emperor's Roar. When you use your breath weapon, you let out a cacophonous roar, calling down red lightning that strikes down in a 5-foot radius around you. The damage dealt by this breath weapon is lightning damage.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Elder Ancestry. You have advantage on saving throws against being charmed, and frightened.

Features & Traits
1250gp diamond two handaxes An explorer's pack and four javelins
One set of traveller's clothes, a pouch containing Wyvern Poison, and a carving knife.

100 rp points

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 200, Platinum: 0 Money
Smith's Tools & Jeweler tools
You gain the following monster material that you start with in your trinket slot;


Sharpened Fang+

Armour effect; While you are wearing this armor, you can use your reaction or bonus action to gain resistance to slashing damage until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Weapon effect; Your weapon deals an extra 1d4 slashing damage.

Languages & Proficiencies
HAMMER:
Mighty weapon
When you hit a creature that is Large or smaller with this weapon, you can choose to have it make a Constitution saving throw against a DC of 8 + your proficiency + your Strength modifier. On a failed save the creature is stunned until the end of your next turn. Once used, you can't use this property again until you finish a short or long rest.
Charge
If you move 20 feet in a straight line towards a creature without taking damage, your first attack against it with your hammer deals an extra 1d4 bludgeoning damage.

Personality Traits
Jaggi Scale. You have a +1 bonus to Survival checks while you wear this armor.
Screamer Sac x2; A crafting material used to make sonic bombs.
Great Jaggi Claw

Armour; Forager. When you harvest mushrooms, you instead gather two.
Bird Wyvern Fangx2
Jaggi Hide
Jaggi Scale


Ideals
Smoile, wear i woke up.

Bonds
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.

Primal Knowledge (Optional)
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

3rd Level Feature
Cursed Existence
Starting at 3rd level, you are marked by a malevolent force that brings misfortune to those close to you, this is shown as a brand on your skin that bleeds when you rage. Whenever a creature within 10 feet of you takes damage, they suffer an additional 1d4 psychic damage as the curse takes its toll.

This damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 20th level.

Survivor's Onslaught
When you enter a rage, the curse heightens your combat prowess. You gain the following benefits:

Raging Cleave: You can choose to forgo advantage on your attack roll to make a Raging Cleave. Make a melee attack against a creature. If the attack hits, you can immediately make another melee attack against a different creature within 5 feet of the original target using the same attack roll as your forgo'ed attack. This feature can be used once per turn.
Cursed Fury: You gain temporary hit points equal to your Constitution modifier at the start of each of your turns while raging. These temporary hit points stack as long as they are gained with this feature, but they don't last beyond your rage.
Iron Ward: You gain a bonus to your Armor Class equal to your proficiency modifier.

These benefits last until your rage ends.

Flaws


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