Waol

3 Level (0/2700 XP for level-up) Outlander Background Shifter (Wildhunt) Race / Species / Heritage Alignment
Barbarian (Path of the Beast)
Level 3
Hit Dice: 3/3
1d12+2 Class 1

STR
17
+3
DEX
14
+2
CON
15
+2
INT
8
-1
WIS
12
+1
CHA
8
-1
32
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Shift
3 / 3
Rage
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
-1 Deception CHA
-1 History INT
+1 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +5 STR 1d8+2+3 Piercing
 Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your PB, if at less than half HP.
Claws +5 STR 1d6+2+3 Slashing
 Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail +5 STR 1d8+2+3 Piercing
 Reach. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled.
Attacks

-Bestial Instincts: Proficient in Acrobatics.


-Darkvision 60ft.


-Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. PB/Lrest. Wildhunt: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're incapacitated.


-Rage: You have advantage on Str checks and Str saving throws. When you make a melee weapon attack using Str, you gain bonus damage (+2). 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.


-Unarmored Defense: While you are not wearing any armor, your AC equals 10 + Dex + Con. You can use a shield and still gain this benefit.


-Danger Sense: 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: 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.


-Primal Knowledge: Proficiency in Animal Handling


-Form of the Beast: When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon's form each time you rage: Bite: Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws: Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled.




Features & Traits

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

He's pretty ditzy, silly and care free. Big Golden retriever energy, until he rages where he becomes a silent, focused and agile killer.





Personality Traits

Family, Loyalty and Curiousity





Ideals

His cave





Bonds

Doesn't understand society, stubborn and too trusting





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Character Sheet (2020)

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