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Din

The document details a character sheet for a level 20 Barbarian named Din, who is an Ooze-born Outlander with unique abilities and traits. Din has high strength and constitution, along with various skills and features that enhance his combat capabilities, including lightning-based powers. The character's backstory involves a transformative experience with lightning that led to the forging of a magical hammer by his blacksmith family to help him harness his newfound abilities.

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Gytox
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0% found this document useful (0 votes)
3 views

Din

The document details a character sheet for a level 20 Barbarian named Din, who is an Ooze-born Outlander with unique abilities and traits. Din has high strength and constitution, along with various skills and features that enhance his combat capabilities, including lightning-based powers. The character's backstory involves a transformative experience with lightning that led to the forging of a magical hammer by his blacksmith family to help him harness his newfound abilities.

Uploaded by

Gytox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Barbarian 20 QuantumHeat

CLASS & LEVEL PLAYER NAME


Din
Ooze-born Outlander (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +13 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +13 Constitution +2 19 285 --
24 -1 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
+7
+0 Charisma
Total 20d12 SUCCESSES
Saving Throw Modifiers
Resistances - Acid,
DEXTERITY
Advantage on DEX Lightning FAILURES

14 against effects that you


can see while not
DEFENSES HIT DICE DEATH SAVES

blinded, deafened, or
+2 SAVING THROWS HEROIC INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +9 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
24 +0

-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


+7 P +13 Athletics STR Horn
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
-1 History INT Common, Elvish
INTELLIGENCE
+0 Insight WIS
45 ft. (Walking)
8 P +6 Intimidation CHA
-1 Investigation INT
-1 +0 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & TRAINING

WISDOM P +6 Perception WIS


+0 Performance CHA === ACTIONS === creature with a melee weapon attack, you can leave
10 +0 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
the weapon embedded in their chest for a brief
moment and immediately use a bonus action to call
Hide, Ready, Search, Utilize, Opportunity Attack, down lightning from the heavens to strike them, using
-1 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, the weapon as a conduit. The target takes lightning
+9 Sleight of Hand DEX Interact with an Object, Study, Influence damage equal to twice your Constitution modifier, and
all creatures within a 5-foot radius must succeed on a
+9 Stealth DEX === BONUS ACTIONS === Dexterity saving throw against your Vessel save DC.
CHARISMA Galvanic Heart On a save they take half damage.
P +6 Survival WIS
Electrified Chains. You can use your bonus action
Lightning Step. As a bonus action, you can move up
10 to create to wrap Electric chains around your weapon.
The next time you hit a creature it takes extra lightning
damage. The damage is equal to twice your
to half your speed. During this rush, your body
becomes supercharged; if you end this movement
constitution modifier. within 5 feet of a creature, it takes lightning damage
+0 equal to twice your Constitution modifier as the
Fulgurant Strike. The next time you successfully hit a lightning leaps to them. If there are multiple creatures,
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE PERCEPTION
Greathammer +13 2d6+7 Bludgeoning Martial, Heavy, Two-Handed, Topple

Unarmed Strike +13 8 Bludgeoning


10 PASSIVE INSIGHT

9 PASSIVE INVESTIGATION

SENSES WEAPON ATTACKS & CANTRIPS

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Barbarian 20 QuantumHeat
CLASS & LEVEL PLAYER NAME
Din
Ooze-born Outlander (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== BARBARIAN FEATURES === * Brutal Critical • PHB 49


* Galvanic Heart • You can roll three additional weapon damage dice
* Hit Points • PHB 47 You gain resistance to lightning damage. In addition, when determining the extra damage for a critical hit
while raging, you can unleash the lightning within. For with a melee attack.
* Proficiencies • PHB 47 the duration of your rage, you can use your bonus
action to unleash various powers. * Lightning Reflexes •
* Rage • PHB 48 the lightning you wield enhances your reflexes past
As a bonus action enter a rage for up to 1 minute (10 | 1 Bonus Action what your body could normally handle. As a result,
rounds). whenever you make a Dexterity check, you gain a
* Ability Score Improvement • PHB 49 bonus to the check equal to your Constitution modifier
You gain advantage on STR checks and saving throws (minimum of +1).
(not attacks), +4 melee damage with STR weapons, * Extra Attack • PHB 49
resistance to bludgeoning, piercing, slashing damage. You can attack twice, instead of once, whenever you * Relentless Rage • PHB 49
You can't cast or concentrate on spells while raging. take the Attack action on your turn. If you drop to 0 hit points while you’re raging and don’t
die, you can make a DC 10 CON saving throw. If you
Your rage ends early if you are knocked unconscious * Fast Movement • PHB 49 succeed, you drop to 1 hit point instead.
or if your turn ends and you haven’t attacked a hostile Your speed increases by 10 ft. while you aren't
creature since your last turn or taken damage since wearing heavy armor. The DC increase by 5 each time you use this after the
then. You can also end your rage as a bonus action. first, resetting to 10 after a short or long rest.
* Roaring Crash •
| 1 Bonus Action you are ready to leap into battle at a moment's notice, |
crashing down on your foes like thunder from the
* Unarmored Defense • PHB 48 heavens. As part of entering your rage, you can leap * Electric Beast •
While not wearing armor, your AC equals 10 + DEX into the air, before crashing down on a point on the You gain immunity to lightning damage. Additionally,
modifier + CON modifier + any shield bonus. ground that you can see within 30 feet of you that isn't your electric-based attacks deal bonus damage equal
occupied by a Huge or larger creature. All creatures in to your proficiency.
* Reckless Attack • PHB 48 a 10-foot radius centered on that point must succeed
When you make your first attack on your turn, you can on a Dexterity saving throw against your Vessel save * Persistent Rage • PHB 49
decide to attack recklessly, giving you advantage on DC or take a number of d8s of lightning damage equal Your rage ends early only if you fall unconscious or if
melee weapon attack rolls using STR during this turn, to half your Constitution modifier(Rounded down) you choose to end it.
but attack rolls against you have advantage until your (minimum of 1d8), or half as much damage on a
next turn. success. * Indomitable Might • PHB 49
If your total for a Strength check is less than your
* Danger Sense • PHB 48 | Special Strength score, you can use that score in place of the
You have advantage on DEX saving throws against total.
effects that you can see while not blinded, deafened, * Feral Instinct • PHB 49
or incapacitated. You have advantage on initiative rolls. Also, if you are * Primal Champion • PHB 49
surprised at the beginning of combat but not Your Strength and Constitution scores increase by 4.
* Primal Path • PHB 48 incapacitated, you can act normally on your first turn if Your maximum for those scores is now 24.
you enter a rage before doing anything else.
| Path Of The Lightning Vessal

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Handaxe 1 2 lb.

Handaxe 1 2 lb.

SP 45 Javelin 4 8 lb.

Greathammer 1 10 lb.
EP 2 Backpack 1 5 lb.

Bedroll 1 7 lb.
GP 0 Mess Kit 1 1 lb.

Rations (1 day) 10 20 lb.


PP 0 Rope, Hempen (50 feet) 1 10 lb.

Tinderbox 1 1 lb.
WEIGHT CARRIED

81 lb. Torch 10 10 lb.

ENCUMBERED Waterskin 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

360 lb.
PUSH/DRAG/LIFT

720 lb.

EQUIPMENT

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Barbarian 20 QuantumHeat
CLASS & LEVEL PLAYER NAME
Din
Ooze-born Outlander (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== OOZE-BORN SPECIES TRAITS === === FEATS ===

* Age • * Great Weapon Mastery •


They Reach Adulthood in their late teens and live up to
300 years

* Size •
You size is medium and your around 6 to 7 ft tall

* Appearence •
They tend to look a lot like elfs but on closer inspection
they have smoother and slicker skin and look a bit
squishier. You can also shipshift yourself into a
different race to hide your true form.

* Malleable Body •
You body can become amphibious at will (no action
required) and you can move through a space as
narrow as 1 inch without squeezing

* Caustic Self •
You have resistance to acid damage, you dont require
food, sleep or drinks you have advantage on saving
throws on being charmed and disease

* Language •
You speak read and write common and one extra
language

* Ability Score Increase •


+2 Con and +1 Str

* Origin •
Choose Your Origin

| Ochre Jelly •
You gain the same benefits as the spider climb speel
and can walk along any surface and your base walk
speed becomes 35

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 19 Medium 7'0 155
GENDER AGE SIZE HEIGHT WEIGHT
Din Neutral None Green Green None
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I enjoy battle more than I probably


should.
I trust others too easily.
I am a little childish.

PERSONALITY TRAITS

People.€I'mcommitted to the people I care


about, not to ideals

IDEALS

My teammates are my second family.


I have a lot of respect for skilled
fighters.
BONDS

My first answer to a problem is always


combat.
I can be very impatient at times.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

In a quaint village surrounded by rolling hills and Law Energy: 20


meandering rivers, there lived a family of skilled
blacksmiths renowned for their craftsmanship and Tier 1: Searing Strife
magical forging abilities. Among them was a When you gain a point of exhaustion you spend one
young and adventurous slime named Dinvisgreinn point of law to not be exhausted for 1 minute but
Trokhendrauth, or Din for short. after your exhaustion doubles

Din had always been curious about the world Tier 2:


beyond the village's boundaries. His boundless Advance
curiosity and recklessness often led him to explore You now have a law stat block along side your other
the lush forests, sparkling streams, and towering stats (Str, Dex, Etc) you start with a score of 10 and
mountains that stretched beyond the horizon. One for every 4 points of law energy you gain +1 to your
fateful day, while he was deep in the heart of the score (this caps at 40) (YOU CANNOT INVEST IN
forest, a powerful thunderstorm swept through the THIS STAT)
area. Lightning struck Din with a fierce and
devastating force, leaving him on the verge of Infusion
death. You can spend 2 law point to infuse your attacks
(weapon or spells) (damage is calculated last) with
His family, a group of experienced blacksmiths, law increasing the damage by a number equal to
rushed to his side, their hearts filled with worry and your law modifier (Min 1)
determination. They knew that they had to act
swiftly to save their beloved Din. Drawing upon Preservation
their deep knowledge of the art of blacksmithing
and their mastery of ancient magical techniques, When you are attacked with an attack that is not
they set out to forge a special hammer infused infused with law you can reduce the damage by an
with the power of the elements. This hammer, they amount equal to your law modifier
hoped, would heal Din's wounds and help him When you have 20 points of law energy this is
control the unpredictable lightning powers that had increased by your law modifier times 2
surged through his body. When you have 30 points of law energy this
increased by your law modifier times 3
For days and nights on end, Din's family worked
tirelessly, pouring their love and expertise into This is calculated last after the damage has been
every strike of the massive hammer. With each done but for each individual action / attack
blow, they imbued it with the essence of the Also +1 point of law for reaching tier 2
elements, creating a magical weapon that could
mend and harness the very forces that had nearly
taken Din's life.

Through their unwavering care and the magic of


the hammer, Din slowly but steadily regained his
health. The hammer became an extension of
himself, a conduit for him to control the wild
lightning energy that coursed through his veins. As
he grew stronger, his elder brother Krow taught

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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