Race: Warforged (Juggernaut)
Class: Barbarian, Path of the Berserker (11), Sorcerer, Wild Magic (10)
Alignment: Lawful Neutral
Languages: Common, Thayan
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Proficiencies
-All Armor
-Shields
-Simple/Martial Weapons
Backstory
A robot who was created for an ancient war but his creator tried to infuse his dead sons soul into the robot and regretting his actions shut of the machine and left it in a filed to collect moss and dust. But the soul and the programming are fighting for control without the knowledge of eachother
Features
-7' 6''
-300 years
-Lost of memories
-Dislike for his ancient enemy
-darkvisionÂ
Legendary Features
Constructed Nature: You are immune to disease, poison damage and the poisoned condition. You do not need to eat, drink or breathe. You do not require sleep and you cannot be put to sleep via magical means. In order to gain the benefits of a long rest, you must be in a motionless, inactive state for at least 6 hours. During this time however, you are fully conscious and aware of your surroundings
Core. Your AC is equal to 16 + your proficiency bonus, this core is considered heavy armor. You do not add your proficiency bonus if you lack proficiency in heavy armor. Regardless of if you have proficiency in heavy armor or not, you have disadvantage on stealth checks
Pure Force. When you hit with a melee weapon attack, you deal additional bludgeoning damage equal to your proficiency bonus
STATS
HP: 209
AC: 23
Movement: 30ft
Initiative: +3
PB: +7
Spell Attack: +12
Spell Save DC: 20
Hemocraft DC: --
PassWIS: 17
Sorcery Points: 10
STATS
STR: 23 (+6)
DEX: 16 (+3)
CON: 20 (+5)
INT: 11 (+0)
WIS: 10 (+0)
CHA: 21 (+5)
Saving Throws
STR: +13
DEX: +3
CON: +12
INT: +0
WIS: +0
CHA: +12
Skills
Athletics: +13 Intimidation: +12
Arcana: +7
Deception: +12
Perception: +7
Survival: +7
Attacks: 2 attack
Vitalophage; +14 to hit; 5ft; Magical 1d10+14 slashing
Spell slots:
1st: 4
2nd: 3
3rd: 3
4th: 3
5th: 2
6th:
7th:
8th:
9th:
Immune: Disease, Poison
Resistance:Â
Vulnerabilities: Lightning
Eldritch Invocations
Feats
Element adept
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type
Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature
Metamagic
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting
Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder
Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours
Class actions
Actions
Intimidating Presence: Frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours
Bonus Actions
Rage: ADV on Strength checks and saving throws, making a melee weapon attack using Strength gains a bonus to the damage roll that increases as you level up as a Barbarian. You have resistance to bludgeoning, piercing and slashing damage. If you are able to cast spells, you can't when raging *Lasts for a minute (10 rounds), and if you end early, you are knocked unconscious, or if you haven't attacked a hostile creature since your last turn, you can use a bonus action to end it*
Instinctive Pounce: Go into a Rage and move an additional half your movement speed
Converts points to slots/Converts slots to points:
1st: 2
2nd:3
3rd: 5
4th: 6
5th: 7
Reactions
Bend Luck: You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur
Free Action
Reckless Attack: When you make your first attack, you decide if you going in reckless or not. If so then you have adv on attack rolls using Strength but the attacker has advantage against you until your next turn
Frenzy: For the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion
Brutal Critical: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack
Relentless Rage: Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10
Tides of Chaos: You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Class Passives
Mindless Rage: Can't be charmed or frightened when raging
Wild Magic Surge: Do a spell, DM has to roll d20, get 1 roll on the wild magic table
Item actions
Actions
Bonus Actions
Helping Hand: Summon 3 tiny constructs to help you, must stand within 30ft of you
Vitalophage: Inject a virus into the target; a wheel will be spun to see how dangerous of a virus it is, then the target must make a CON save
Reactions
Free Action
Item Passives
Helping Hand: ADV on Sleight of Hand checks
One Piece; Devil fruit
Toshi Toshi no Mi
Revert: Target a creature, making them do a WIS save against your spell DC. If they fail, they are reverted to whatever age the user thinks of, but it can't be younger than 10 years old. If they succeed once, they are immune to the effect for 24 hours. Can do this equal to your proficiency bonus per long rest
Ageing: Target a creature, making them do a WIS save against your spell DC. If they fail, they start to age to whatever age the user thinks of, but it can't be older than your level times 4. If they succeed once, they are immune to the effect for 24 hours. Can do this equal to your proficiency bonus per long rest
*When they do change age, sparkling stars appear around the area. If the target touches their star, they are reverted back to their proper age*
*Those with strong haki are able to be completely immune to such effect from the devil fruit*
Equipment
Helmet
Chestplate/ Cloaks
Gauntlets
Leggings
Boots
Jewelry related
Weapons/ Shields
Other
Combat Theme
Non-Combat Theme
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took hours on this and did my research