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Ken Celestos

4 Level (0/6500 XP for level-up) Hermit Background Aasimar Race / Species / Heritage Alignment
Barbarian
Level 4
Hit Dice: 4/4
1d12+5 Class 1

STR 16

+3

DEX 16

+3

CON 20

+5

INT 14

+2

WIS 10

+0

CHA 11

+0

64
Hit Points
+3
Initiative (DEX)
20
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Rage
Spellcasting ...
+2 Attack mod
CHA Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+3 Dexterity
+7 Constitution
+2 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+0 Deception CHA
+2 History INT
+0 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +5 STR 2d6+3 gnihsalS
Handaxe +5 STR 1d6+3 gnihsalS
Handaxe +6 STR 1d6+3 gnihsalS
Quarterstaff +5 STR 1d6+3 oning egdulB
 Topple
Javelin +5 STR 1d6+3 cing reiP
 Thrown
Superior Flail +5 STR 1d8+3 eoning gdulB
 Martial, Reach
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light

Rage


Unarmoured Defense




  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
  • Celestial Presence: you have seen fear, you have seen options of possible paths for you to enforce terrors on others, and now you can instill those images and that fear into the minds of others. You can force each creature of your choice within 30 feet of you to make a Wisdom save throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success



Healer


You gain the following benefits:



  • Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
  • Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.


Path of the Ancestral Guardian:



  • Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.




Features & Traits

Quarterstaff


Greatsword


Handaxe (x2)


Herbalism kit


Javelin (x4)


Bedroll


Book (philosophy)


Lamp


Oil flask (3)


Traveler's clothes


Explorer's pack


Sylvan Talon Dagger (not attuned)


Sentinel Shield (attuned)


Claymore of the Woods (attuned)


Serenor Signet Silver Ring


Greenwood Staff (attuned)





Equipment Copper: 5, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money


Common


Celestial




Languages & Proficiencies

Ken is tall and slim, light skin, almost gray like stone. His hair is also gray, very long, down to his waist, very wavy, not quite curly. He also has a long slightly darker beard, again looking like he hasn't shaved in many years. Very unkempt and wild appearance. feral, vulpine. He has blue eyes, like light/slate blue. Ken is also covered in scars, most of which look very old, like he's had them since childhood. for reference, think Muzaka from Noblesse but with a long beard too. The picture attached is what he might look like while raging, but when he goes into a rage his eyes turn a bright, shining blue. (and his winged form has glowing blue wings, his skin and hair also seem to glow a light blue when he's raging) In terms of character, Ken is quiet but observant. You can tell he doesn't do well in large crowds. He's very tall, well over 6 feet, but he's got terrible posture. Even when he's standing at full height, he looks slunched. He only appears at his fullest height when he's raging. Ken's history is mostly a mystery, even to him. His oldest memories are of an orphanage where he grew up and was treated poorly by the staff and kids. People have always been a source of stress for him, but he's always found comfort in animals. Humanity angers him, nature calms him. As soon as he was old enough, he left the orphanage and forged his own path. He has a history as a wandering kind of hedge knight, a career that earned him many of his scars and wounds. (Although the oldest and largest scars he endured as a child growing up in the orphanage.) He never cared much for conscription or service; it was just a means to an end. Fill his belly, keep him out of bad weather, mortal needs he had to deal with. It's been many years since he served or fought. He finds himself on the sky island because he just wanted to get away from the world, and given his aasimar blood/wings, he's always taken to the sky.




Notes


™ & © 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

Blade of the Wood

Weapon

Varies Requires Attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 2 charges. You can expend a charge and speak the command word to cast spike growth (save DC 16) centered on yourself. You can pass through this terrain unaffected. The sword regains one charge each day at dawn

A finely crafted sword with delicate etchings, it resonates with a faint hum of life.


Superior Flail

Weapon

Uncommon

Momentum. Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit with a Momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon's Momentum Dice value (1d12).


Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.


Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.


Mastery: Swift. Swift weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon's normal damage type.


Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.



Type Damage Damage Range
Martial Melee 1d8 / 1d12 Bludgeoning


DnD 5e DMG

Sentinel Shield

Armor (Shield)

Uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Type AC STR Req. Stealth Dis.
Shield No


Amulet of the Drunkard

Adventuring Gear

Uncommon

This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Cost: 250 Gp

Alchemy Jug

Wondrous Item

Uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
  Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.  
Liquid Max Amount
Acid 8 ounces
Basic Poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon


Sylvan Talon Dagger

Weapon

Common Requires Attunement

While this weapon is on your person, you understand the non written communication of all Fey, and they understand yours.



Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.




Type Damage Damage Range
Simple Melee 1d4 Piercing 20/40


Cape of the Mountebank

Wondrous Item Rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.


 

Wand of Magic Missiles

Wand

Uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile from it. For 1 charge, you cast the 1st-level version of the spell. You can increases the spell slot level by one for each additional charge you expend.



The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20 . On a 1, the wand crumbles into ashes and is destroyed.



Type Damage Damage Range
None 1D6+1 None

Cost: 101 gp - 500 gp

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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