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Shaggimwaggle

6 Level (0/23000 XP for level-up) Acolyte - Death Shepards/ The Guards of Fólkvangr Gates Background Spirithost Race / Species / Heritage Lawful Neutral Alignment
Barbarian
Level 6
Hit Dice: 6/6
1d12+2 Class 1

STR 15

+2

DEX 13

+1

CON 14

+2

INT 8

-1

WIS 12

+1

CHA 10

+0

16
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+0 Deception CHA
-1 History INT
+1 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +5 STR 1d12+2 Slashing
Club +5 STR 1d4+2 Bludgeoning
Attacks
Race Features!

Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


Aggressive
You pursue foes relentlessly, even at great risk to yourself. As a bonus action, you may move up to your speed towards a hostile creature you can see.


Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


Natural Athlete
You have proficiency in the Athletics skill.


Shakalaka Weapon Training
You have proficiency with the club, greatclub, morningstar, and warhammer.

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Barbarian Features!

Charging Attack
Starting at 3rd level, when you take this path, your rage becomes one with your weapon, allowing you to strike with a fierce blow.

While raging, you can use your bonus action to charge your blade with your rage, and your speed is set to 0 until the end of the current turn. The next attack you make with your weapon, its attacks score a critical hit on a roll of 18 to 20, and it deals the maximum number on each of the weapon's damage dice. Any additional dice added to the attack's damage roll are not affected by this ability. However, if the weapon is non-magical and doesn't have the heavy or two-handed property, it is destroyed after the attack.


Intimidating Blow
Also at 3rd level, your critical strikes are more deadly due to your weapon's empowerment. When you score a critical hit while raging, you can choose to force all creatures (including the critically hit creature) within 30 feet of the critically hit creature to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier). On a failed save, the targets are frightened of you until the end of your next turn. On a successful save, a creature is immune to this effect for the next 24 hours.

Alternatively, you can forgo the frightened effect to instead deal an additional weapon's damage die to all targets that fail the save as thunder damage. If you have Brutal Critical, they take additional damage dice equal to your Brutal Critical dice amount. For example, if you have Brutal Critical (1 die) then they take 2 of the weapons die instead of one.


Weapons of the Dai-Ken
Starting at 6th level, your rage becomes one with your weapon as not only do you scream with anger but so does your weapon as it rings out with anger. While raging and wielding a heavy or two-handed weapon, you gain the following benefits:

- Your attacks with heavy or two-handed weapons ignore resistance to bludgeoning, piercing, and slashing damage.
- When you take the attack action, you can replace one of your attacks to slam your weapon into the ground, creating a shockwave in a 15ft-cone from you. Each creature in the area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier). On a failed save, a creature takes thunder damage equal to your two of your weapon's damage dice (its maximum damage if you used Charging Attack) and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.


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Death Shepherds (Persuasion and Druidic)

Conjure your Beasts
You learn the Find Familiar spell, and the first time you cast it you don't consume a spell slot. This spell doesn't count against your number of spells known. When you cast the spell, you can summon up to two Familiars of your choice but they cannot be the same form.

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Misc Features!

Library Access
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Features & Traits
Warhammer
Club
Shield
Chain Shirt
Vestments
5 Sticks of Incense
Prayer Book
Holy Symbol
Explorer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Language: Common, Auran, Draconic and Druidic
Skills: Athletics, Nature, and Animal Handling

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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