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Bari

1 Level (0/300 XP for level-up) Far Traveler Background Dragonborn (Blue) (Draconblood) (Werebear) Race / Species / Heritage N Alignment
Barbarian (2)
Level 1
Hit Dice: 1/1
1d12+3 Class 1

STR 16

+3

DEX 16

+3

CON 17

+3

INT 13

+1

WIS 13

+1

CHA 15

+2

25
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Rage
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+3 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +3 STR
Shortbow +3 STR
Attacks
Race:
Draconic Ancestry. Blue - Lightning - 5 by 30 ft. line (Dex. save)
Breath Weapon
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 the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.


Forceful Presence
Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.


Dark Vision (60ft)
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 can't discern color in darkness, only shades of gray.


Keen Senses
Keen Senses: Lycanthropes all have heightened awareness of their surroundings. Gain
advantage on all Wisdom (Perception) checks.


Shapechange
Shapechange: You can use an action to change into a Large Bear-Humanoid hybrid.
Your statistics, other than size and AC are the same in each form. Any equipment
you are wearing or carrying isn't transformed. It takes an action to revert to true form.
You revert to your true form if you die.
-You gain Natural Armor equal to 11 + Constitution Modifier.
-You gain a climb speed of 30ft.
-You gain the Bite attack and are considered proficient: Melee weapon attack, one target
1d8+Strength piercing damage. If the target can be afflicted by lycanthropy, it must
succeed on a DC 13 Consititution saving throw or be cursed with Werebear lycanthropy. If the target
successfully saves against the effect, the target is immune to this strain of Lycanthropy for the next 24
hours.
-You gain the Claw attack and are considered proficient: Melee weapon attack, one target
2d4+Strength slashing damage.


Features & Traits
Concertina, Greatsword, shortbow, javelin x4, explorer's pack, 27gp, Handy Haversack, Guild Card

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Draconic, Sylvan
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Instruments: Concertina

Languages & Proficiencies


™ & © 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

The statblocks of your class features

In battle]
[block: you can enter a rage as a bonus action.   While raging]
[block: 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]
[block: you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning]
[block: and slashing damage. If you are able to cast spells]
[block: 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 maximum number of times for your barbarian level]

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


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12345678910111213141516171819202122232425

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Loot

Click to roll for loot : 1d6-3


ItemRarityValue
Swordcommon40
Gemuncommon170
Dragon Eggrare3200
  [spoiler] Unarmored Defense While you are not wearing any armor]
  [spoiler] Danger Sense - At 2nd level]
  [spoiler] Reckless Attack - Starting at 2nd level]
]

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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