| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +6 | Strength | |
| +1 | Dexterity | |
| +2 | Constitution | |
| +1 | Intelligence | |
| +1 | Wisdom | |
| +5 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +6 | Athletics | STR | |
| +2 | Deception | CHA | |
| +4 | History | INT | |
| +4 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +1 | Medicine | WIS | |
| +1 | Nature | INT | |
| +1 | Perception | WIS | |
| +5 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Unarmed Strike | +3 | STR | 4+3 | Bludgeoning | |
| Range 5 ft | |||||
| Command | +1 | WIS | |||
| 60 Ft | |||||
| Divine Smite | +2 | CHA | 2d10 | ||
| The target takes an extra 2D8 Radiant damage from the attack. The damage increases by 1D8 if the target is a fiend or an undead. | |||||
| Breath Weapon Line | +1 | DEX | 1d10+1 | ||
| 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. | |||||
| Breath Weapopn Cone | +1 | DEX | |||
| 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).On Failed Save: 1d10 damage same for line | |||||
| Javelin | +3 | STR | 1d6+3 | Piercing | |
| Thrown Range 30/120 | |||||
| Longsword | +3 | STR | 1d8+3 | Slashing | |
| Versatile (1d10 | |||||
Chain Mail (Heavy) (Gear) 55 lb Stealth Disadvantage, Strength Requirement, Proficient, Heavy) Enchanted to not break when I rage
Javelin (Melee Weapon) (Gear) 12 lb (Thrown, Proficient, Melee, Simple)
Long sword (Melee Weapon) (Gear) 3 lb Versatile (1d10) (Proficient, Melee, Martial)
Shield (Gear) 6 lb +2AC
Lamp 1 lb
Robe (Gear) (4 lb)
Backpack (5 lb)
Attunement (No Attuned Items)
Reorder Other Possessions
Other Possession
Book (Possession) 10 lb
Tome of Zorl-Iffin: Magic focus that gives +2 to spell casting ability score and a Free Lvl 2 spell slot to be filled with any spell like a normal spell slot while equipped
2 potions of invisibility
2 potions of warding: +1 AC for 3 turns
2 potions of animal friendship
1 lucky potion: gives one lucky point
single wyvern tooth
Forgery Kit (Possession) 5 lb
Librarian kit (Possession) Artisan's Tools
Holy Symbol (Possession)
Blanket (Possession) 3 lb
Holy Water (Possession) 1 lb
Tinderbox (Possession) 1 lb
Priest's Pack (Possession)
--
Things others have to remember Potion of prescience: gain advantage on your next 3 attack rolls Brie has used on cheesecloth
Paige dismantled the guardian for parts and got a gem
Yogi and Willoh took eyes and Baylor Yogi and Willoh took scales
Rations (Possession) 14 lb
Total 120
Simple weapons, martial weapons, light, medium, heavy, shields, calligraphers supplies, forgery kit, common, draconic, celestial.
I have quotes from books for every occasion Life is nothing without books
There are many pieces of info in the world (neutral)
Family and Clan is everything I must protect those around me.
When I see what I believe to be an injustice I feel an overwhelming sense of rage and need to do something about it. Especially concerning those around me (clan, friends).
The statblocks of your Weapons, armor and other important/magical equipment
PHB'24
Adventuring Gear
Common
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Cost: 25gp
Weight: 5lb.
The statblocks of your class features
D&D Free Rules (2024)
| Primary Ability | Strength and Charisma |
|---|---|
| Hit Point Die | D10 per Paladin level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple and Martial weapons |
| Tool Proficiencies | |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP |
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, the Path of the Battlerager (SCAG, Dwarves only), the Path of the Totem Warrior (SCAG), the Path of the Ancestral Guardian (Xan), the Path of the Storm Herald (Xan), or the Path of the Zealot (Xan).
1st Level | |||
| • Bless • Command • Compelled Duel • Compelled Query • Corona of Clouds • Corona of Flame | • Corona of Frost • Cure Wounds • Defiant Smite • Detect Evil and Good • Detect Magic | • Detect Poison and Disease • Divine Favour • Heroism • Protection from Evil and Good • Purify Food and Drink | • Rimesworn Blade • Searing Smite • Shield of Faith • Thunderous Smite • Wrathful Smite |
2nd Level | |||
| • Aid • Branding Smite • Find Steed • Gentle Repose | • Lesser Restoration • Locate Object • Peacebond | • Prayer of Healing • Protection from Poison • Sense Lifeblood | • Suffer • Warding Bond • Zone of Truth |
3rd Level | |||
| • Almighty Assault • Aura of Vitality • Blinding Smite • Charge | • Create Food and Water • Crusader's Mantle • Daylight • Dispel Magic | • Funeral Pyre • Irreversible Smite • Life Transference • Magic Circle | • Remove Curse • Revivify • Spirit Guardians • Spirit Shroud |
4th Level | |||
| • Aura of Life • Aura of Purity | • Banishment • Dark Empowerment | • Death Ward • Locate Creature | • Staggering Smite • Unspoken Agreement |
5th Level | |||
| • Angelic Rebuke • Banishing Smite • Blood Cartography • Circle of Power | • Dawn • Destructive Wave • Dispel Evil and Good | • Falling Star • Flame Strike • Geas | • Punishing Smite • Raise Dead • Vampiric Smite |
Primal magic At 3rd level you get the ability to cast spells from the cleric page(chapter 11 spells players handbook 5e) Rage spell At 3rd level As a bonus action you can rage while casting the spell causing the spell to automatically be casted and any spell that deals damage (ex:inflict wounds,sacred flame)add your rage score to damage alternatively this also works with healing and defensive spells unless the spells require concentration or material components Holy rage At 6th level you can use your rage bonus action and turn it into rage smite Rage smite:when using holy rage you target one creature within 30 feet of you and take 1d10 radiant damage plus half of the damage your weapon deals Divine defense At 10th level you can combine your strength constitution and wisdom modifier to your ac as long as it is light armor Divine berserk At 14th level when you are raging while you casted a spell that deals damage(ex:inflict wounds,sacred flame)you can transfer the damage of the spell to your melee weapon
-Great Weapons Proficiency: When you choose this path at 3rd level, you gain the ability to use Great Weapons (see the "Great Weapons" sidebar). Great Weapons: Name--Cost--Damage--Weight--Properties--Strength Giant GreatClub--4gp--2d8--15lb--Giant, Two-handed, Heavy--Str 16 Great Glaive--60gp--2d10--18lb--Giant, Heavy, reach, two-handed--Str 18 Giant GreatAxe--90gp--2d12--20lb--Giant, Heavy, two-handed--Str 20 Giant GreatSword--150gp--4d6--18lb--Giant, Heavy, two-handed--Str 20 Great Halberd 60gp--2d10--18lb--Giant, Heavy, reach, two-handed--Str 18 Giant Maul--150gp--4d6--18lb--Giant, Heavy, two-handed--Str 20 Giant. because of the giant size of these weapons you need all your body to attack with these weapons. To attack with these weapons you need to spend half of your total speed (ej. If you have 30f max movement you need 15f to make one attack and another 15f to do another of you don´t have enough movement you can´t attack normaly with the weapon). You can create these weapons with enough materials and Proficiency in smith tools or commission a blacksmith to make them for you or you can find them naturally like weapons from giants or a big log can be used like a Giant GratClub. -Great Charge: When you choose this path at 3rd level, you gain the ability to use your action to dash, If you move at least 10 feet in a straight line you make one attack against a creature if you are wielding a Great weapon you ignore the "Giant" restricción in your next attack. If the attack hits the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. -Great Parry: Beginning at 6th level, When you make an attack with a Great Weapon you can use one of your attacks to adapt a defensive stand and gain a bonus to your AC equal to half of your Proficiency bonus. This action doesn´t count as an attack. -Great Stamina: Beginning at 10th level, When you make an attack with a Great Weapon you gain +5 feets to your movement of that turn. As an a bonus action on your turn you can give yourself temporaly hit points equal to your barbarian level + your contitucion modifier, and +10 feets of movement on this turn. you can use this feature an amount equal to your constitucion modifier. You regain them in a long rest. -Great Strength: Beginning at 14th level, when you dash you ignore dificult terrain. one per turn your first attack with a great weapon it ignore the "Giant" restriction and you can make another attack as part of the same attack.
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
|---|---|---|---|---|
| 1 | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2 | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3 | +2 | Primal Path: Zealot, Path Feature : Divine Fury, Path Feature : Warrior of the Gods | 3 | +2 |
| 4 | +2 | Ability Score Improvement | 3 | +2 |
| 5 | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 6 | +3 | Path Feature : Fanatical Focus | 4 | +2 |
| 7 | +3 | Feral Instinct | 4 | +2 |
| 8 | +3 | Ability Score Improvement | 4 | +2 |
| 9 | +4 | Brutal Critical (1 die) | 4 | +3 |
| 10 | +4 | Path Feature : Zealous Presence | 4 | +3 |
| 11 | +4 | Relentless Rage | 4 | +3 |
| 12 | +4 | Ability Score Improvement | 5 | +3 |
| 13 | +5 | Brutal Critical (2 dice) | 5 | +3 |
| 14 | +5 | Path Feature : Rage Beyond Death | 5 | +3 |
| 15 | +5 | Persistent Rage | 5 | +3 |
| 16 | +5 | Ability Score Improvement | 5 | +4 |
| 17 | +6 | Brutal Critical (3 dice) | 6 | +4 |
| 18 | +6 | Indomitable Might | 6 | +4 |
| 19 | +6 | Ability Score Improvement | 6 | +4 |
| 20 | +6 | Primal Champion | Unlimited | +4 |
Equipment You start with the following equipment, in addition to the equipment granted by your background:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Metallic Ancestry. You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table.
| Dragon | Damage Type |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
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.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table in the Dragonkin article.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of this is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level.
After you use your breath weapon attack, you can't use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic.
Statblocks for companions, followers and other allies.
Researcher: You have a letter of introduction or certificate that identifies you as a librarian. This allows you to enter into libraries or scriptoriums, or grants you an audience with sages and scholars that would normally be inaccessible to the public. You can be trusted to take care of manuscripts and tomes and may even be permitted to borrow such documents.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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