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Iradessa

5 Level (1800/14000 XP for level-up) Librarian Background Dragonborn Race / Species / Heritage Chaotic good Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+2 Class 1
Barbarian
Level 2
Hit Dice: 2/2
1d12+2 Class 2

STR 16

+3

DEX 12

+1

CON 15

+2

INT 12

+1

WIS 13

+1

CHA 14

+2

46
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+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
skills
+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
Skills
  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
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 5 Spells 6 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 6 Spells 6 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 7 Spells 7 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 8 Spells 7 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 9 Spells 9 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite 1 Bonus Action Self Instantaneous 2d8 + V
 Notes: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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

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




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 113, Platinum: 0 Money

Simple weapons, martial weapons, light, medium, heavy, shields, calligraphers supplies, forgery kit, common, draconic, celestial.





Languages & Proficiencies

I have quotes from books for every occasion Life is nothing without books





Personality Traits

There are many pieces of info in the world (neutral)





Ideals


Family and Clan is everything I must protect those around me.




Bonds

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).





Flaws


™ & © 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

PHB'24

Book

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)

Paladin

Core Paladin Traits
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

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.   Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.   Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Class Features

As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.

Level 1: Lay On Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.   As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.   You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation.   Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells.   The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.   If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.   Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.   Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Level 2: Paladin’s Smite

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Level 3: Channel Divinity

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.   You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.   If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.   Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Level 3: Paladin Subclass

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

Level 4: Ability Score Improvement

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

Level 5: Extra Attack

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

Level 5: Faithful Steed

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.   You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Level 6: Aura of Protection

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.   You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).   If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Level 9: Abjure Foes

As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Level 10: Aura of Courage

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 11: Radiant Strikes

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Level 14: Restoring Touch

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Level 18: Aura Expansion

Your Aura of Protection is now a 30-foot Emanation.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.
Subclasses
A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass.   Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they’ve reached level 3 and made this oath. For others, the swearing of the oath is a formality, an official stamp on what was already in their hearts.
Oath of Devotion
Oath of Glory
Oath of the Ancients
Oath of Vengeance
Oath to Mosi 

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con mod
Hit Points at Higher Levels: 7 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

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.


Class Features

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.

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.

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.


Starting Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins


Subclass Options

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).

Paladin Spell List

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

 

Oath Spells


Each oath has a list of spells-its oath spells-that you gain at the Paladin levels noted in the oath description. Once you gain an oath spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you have a oath spell that doesn’t appear on the Paladin spell list, the spell is nonetheless a Paladin spell for you.
 

Oath of Conquest:


• Second Level: Armour of Agathys, Hellish Rebuke
• Fifth Level: Heat Metal, Suggestion
• Ninth Level: Detonate, Thunder Step
• Thirteenth Level: Ball Lightning, Wall of Fire
• Seventeenth Level: Enervation, Shadow World
 

Oath of the Crown:


• Second Level: Feather Fall, Sanctuary
• Fifth Level: , Spider Climb, Warding Wind
• Ninth Level: Beacon of Hope, Conjure Barrage
• Thirteenth Level: Dimension Door, Freedom of Movement
• Seventeenth Level: Mass Cure Wounds, Skill Empowerment
 

Oath of Devotion:


• Second Level: Ceremony, Gift of Alacrity
• Fifth Level: Enhance Ability, Fortune's Favour
• Ninth Level: Grim Scythe, Tongues
• Thirteenth Level: Divination, Sickening Radiance
• Seventeenth Level: Holy Weapon, Purifying Flame
 

Oathbreaker:


• Second Level: Assassin’s Burial, Corruption
• Fifth Level: Dark Lightning, Heartripper
• Ninth Level: Blackened Heart, Fiendish Portal
• Thirteenth Level: Shadow Refuge, Vitriolic Sphere
• Seventeenth Level: Antilife Shell, Danse Macabre
 

Oath of Redemption:


• Second Level: Healing Word, Sleep
• Fifth Level: Calm Emotions, Hold Person
• Ninth Level: Incite Greed, Mass Healing Word
• Thirteenth Level: Guardian of Faith, Stoneskin
• Seventeenth Level: Summon Celestial, Wall of Light
 

Oath of Revelry:


• Second Level: Charm Person, Silent Image
• Fifth Level: Invisibility, Nathair's Mischief
• Ninth Level: Hypnotic Pattern, Major Image
• Thirteenth Level: Flashing Blades, Greater Invisibility
• Seventeenth Level: Dominate Person, Modify Memory
 

Oath of Vengeance:


• Second Level: Black Lotus Assault, Hunter's Mark
• Fifth Level: Devilish Hunt, Misty Step
• Ninth Level: Fear, Speak with Dead
• Thirteenth Level: Phantasmal Killer, Unseen Claw
• Seventeenth Level: Immolation, Wings of Night
 

Oath of the Watchers:


• Second Level: Ensnaring Strike, Expeditious Retreat
• Fifth Level: See Invisibility, Mind Spike
• Ninth Level: Clairvoyance, Counterspell
• Thirteenth Level: Arcane Eye, Ego Whip
• Seventeenth Level: Forgotten Pain, Planar Binding

Barbarian:path of the primal priest


Hit Points

Hit Dice: d12 per Barbarian:path of the primal priest level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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

Barbarian:Path of Great Weapons


Hit Points

Hit Dice: d12 per Barbarian:Path of Great Weapons level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

-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.

Barbarian (Zealot)


Hit Points

Hit Dice: d12 per Barbarian (Zealot) level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier per barbarian level after 1st (roll is minimally a 2)

Proficiences

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

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
#C51


Class Features

Level 1

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.  

Level 2

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.  

Level 3

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. For info on the subclass, see Info  

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.  

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.  

Level 6

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.  

Level 7

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.  

Level 10

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.   Once you use this feature, you can’t use it again until you finish a long rest.  

Level 11

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.   While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.  

Level 15

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

Persistent Rage

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

Level 19

 

Level 20

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24


Starting Equipment

Equipment You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

 


Subclass Options

Barbarian: Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.   A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.   Source: Xanathar's Guide to Everything

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Metallic Dragonborn

Ability Score Increase Your Strength score increases by 2, and your Charisma score increases by 1
Size Medium
Speed 30ft

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
  Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Metallic Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.   Metallic Breath Weapon. At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. When you use this ability, choose one:   • Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.   • Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.   Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

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.

Dragonborn

Ability Score Increase +2 Str, +1 Cha
Size Medium
Speed 30ft.

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.

Libraian

Ability Scores:

Feat: Researcher

Skill Proficiencies: Perfomance, History

Tool Proficiency: Calligraphers supplies or Forgery Kit

Equipment: A tome or text (about a great war, person, or Artifact), 5 sheets of parchment, an ink bottle, a feather pen, a set of common clothes and a pouch containing 10 gp

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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