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Gorescale's Mechanics & Stats D&D 5th


Feats

Background: -
LV4: -
Lv6: (Fighter)
LV8: -
LV10: (Rouge)
LV12: -
LV16: -
Lv19: (Epic Boon)

Invocations/ Infusions

Feat: -
LV0 : -
LV0 : -
LV0 : -
LV0 : -
LV0 : -

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 0ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expenses/Income

GpD = Gold per Day

Location Item Stats
Head -
Amulet -
Cloak -
Clothes -
Armour -
Arms/Hands -
Ring/s -
Belt -
Boots -
Weapon -
Shield/Ammo/Offhand -
Sub-Weapon -
Quick Access -
Quick Access -
Quick Access -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
-
-
-
-
-
-
-
-
-
-

Special Items

Name Detail
-
-
-
-
-
-
-
-
-
-

Misc / Junk Items

Item Detail
-
-
-
-
-
-
-
-
-
-

Species Name:
description

Physical Appearance

  • Ability Score:
  • Lifespan:
  • Alignment:
  • Size:
  • Speed:
  • Languages:
  • Species trait 1
  • Species trait 2
  • Species Trait 3
  • Species Trait 4
  • Species Trait 5

Text

Text

Stats
Options: Standard Array
Source Strength Dexterity Constitution Intelligence Wisdom Charisma
Base Points:(Base 00) - - - - - -
Racial Bonus: - - - - - -
Background Bonus: - - - - - -
Other Bonus: - - - - - -
Total Points: 00(+0) 00(+0) 00(+0) 00(+0) 00(+0) 00(+0)
Acrobatics
(Dex)
+0 Medicine
(Wis)
+0
Animal Handling
(Wis)
+0 Nature
(Int)
+0
Arcana
(Int)
+0 Perception
(Wis)
+0
Athletics
(Str)
+0 Performance
(Cha)
+0
Deception
(Cha)
+0 Persuasion
(Cha)
+0
History
(Int)
+0 Religion
(Int)
+0
Insight
(Wis)
+0 Sleight of Hand
(Dex)
+0
Intimidation
(Cha)
+0 Stealth
(Dex)
+0
Investigation
(Int)
+0 Survival
(Wis)
+0

Bold Stat = Proficiency in Skill

Lore introduction.

  • Hit dice:
    • 1 D12 per CLASS Level
  • Saving Throw Proficiencies:
    • Strength
    • Constitution
  • Skill Proficiencies:
    • (Choose 2) Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
    • TEXT
    • TEXT
  • Equipment Proficiencies:
    • Simple & Martial Weapons
    • Light & Medium Armour
    • Shields

Starting equipment: 85 Gold

Background: Feature & Details

Short Description of Background

Origin Feat: FEAT


Ability Score Bonus (D&D 2024 Background)

  • +1 STAT

Skill Proficiencies

  • Skill

Languages And Tool Proficiency

  • Language
  • Tool


Rage [?]

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below;

  • Damage Resistance: You have Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Rage Damage: When you make an attack using Strength, with either a weapon or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
  • Strength Advantage: You have Advantage on Strength checks and Strength saving throws.
  • No Concentration or Spells: You can't maintain Concentration, and you can't cast spells.

Duration: The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Unarmored Defense [?]

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Weapon Mastery [?]

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes.
Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Barbarian Table Details
Level Rages Rage Dmg Mastery
lv 1 2 +2 2
lv 3 3 +2 2
lv 4 3 +2 3
lv 6 4 +2 3
lv 9 4 +3 3
lv 10 4 +3 4
lv 12 5 +3 4
lv 16 5 +4 4
lv 17 6 +4 4

Danger Sense [?]

You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils.
You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Reckless Attack [?]

You can throw aside all concern for defense to attack with increased ferocity.
When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.


Brute Strenght [?]

You are relentless in battle, filled with a bloodlust and rage of the Old Gods.
You are proficient with improvised weapons. Your unarmed strike and attacks with any melee weapons or improvised weapons that aren’t light deal damage equal to (1 D12 plus your Strength modifier).
While you are raging, you gain the following benefits:

  • All melee weapons you wield that aren’t light gain the heavy and thrown properties, including improvised weapons. A weapon which doesn’t specify a thrown range gains a range of 30/60 while you are wielding it.
  • Once on your turn when you hit a creature within 5 feet of you with a melee weapon attack, you can try to grapple or shove that creature as part of the same attack.
  • If your size is Small, you don’t have disadvantage on attack rolls when wielding a heavy weapon.

Imbued by the Gods [?]

Your natural strength is amplified, and the gods you worship bestow upon you inhuman capabilities:

  • You gain proficiency in Intimidation if you don’t already have it, and add twice your proficiency bonus to Intimidation checks.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your long jump and high jump are doubled.

Primal Knowledge [?]

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks;
whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.


Feat: NAME [?]

SKILL [?]


Extra Attack [?]

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

Fast Movement [?]

Your speed increases by 10 feet while you aren't wearing Heavy armor.


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


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SKILL [?]

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SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


SKILL [?]

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SKILL [?]

SKILL [?]


SKILL [?]

SKILL [?]


Type of Spell List you can access

Spell Slot Recovery

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell


1)
Standard eye sight
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