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Kastyar

8 Level (0/48000 XP for level-up) Gladiator Background Gem Dragonborn Race / Species / Heritage Lawful Good Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+5 Class 1

STR 20

+5

DEX 13

+1

CON 20

+5

INT 10

+0

WIS 10

+0

CHA 13

+1

71
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
10
Passive Perception
4 / 4
Rage
3 / 3
Breath Weapon
1 / 1
Gem Flight
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+1 Dexterity
+8 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+1 Deception CHA
+0 History INT
+0 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+4 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Breath weapon (force)


Gem Resistance (force)


Rage


Reckless attack


Danger sense


Great weapon mastery


Durable




Features & Traits

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


™ & © 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

Glasses of Ethereal Reading

Wondrous Item

Rare Requires Attunement

When you read for at least 2 hours using these glasses and you are willing, an Ethereal copy of your mind is created in the Ethereal plane and keeps on reading the book for half the time you have read it in the Material plane.



While on the Ethereal plane, you may be able to see other creatures or be exposed to them for the time you are reading the book.



Curse:


Roll a d20. On a 1 or 20, your Ethereal mind was exposed and vulnerable during its time there.


What your Ethereal mind read it has forgotten, and it could have been attacked by a creature (DM will roll for this option).


Else, roll an INT saving throw and a WIS saving throw. On a failure, your saving throws for the respective ability will be done with disadvantage for the next 24 hours. When the period has passed, another saving throw must be made to shake off the vulnerability.


If in that time period you are again exposed and made vulnerable in the Ethereal plane, the next saving throws to restore this condition will be also done with disadvantage.


If it continues to happen, you will start accumulating points of exhaustion and your mind might get lost and trapped forever in the Ethereal plane.



Cost: 500GP

WBW

Steel

Weapon

Very Rare Requires Attunement By A Good-Aligned Creature

Longsword

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Revivify: You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.

Sentience: Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.

Cost: 5,001 gp - 50,000 gp

BOMT

Ruinous Flail

Weapon

Rare Requires Attunement

Flail

This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.

Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.

Cost: 501 gp - 5,000 gp

Belt of Dwarvenkind

Wondrous Item

Rare Requires Attunement

While wearing this belt, you gain the following benefits:
  • Your Constitution score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
  • In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
 
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Dwarvish.


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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