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Wa-Wa The Owlbear

6 Level (0/23000 XP for level-up) Folk Hero Background Awakened Owl Bear Race / Species / Heritage Neutral Alignment
Wild Magic Barbarian
Level 6
Hit Dice: 6/6
1d12+3 Class 1

STR
21
+5
DEX
15
+2
CON
16
+3
INT
13
+1
WIS
14
+2
CHA
12
+1
65
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40/70
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+1 Deception CHA
+1 History INT
+2 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
+8 Vehicles (land) STR
+8 Cooking STR
skills
+2 Medicine WIS
+4 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Natural Defense +8 STR 1d4+5 slashing/piercing
 unarmed
Great Axe +8 STR 1D12+5 slashing
 Heavy, two handed
Handaxe +8 STR 1d4+5 slashing
 light, thrown 20/60 ft
javelin +8 STR 1d6+5 piercing
 thrown 30/120
Attacks
Berserker-
Frenzy- you can choose to go into a frenzy when you rage, for the duration of the rage you can make a single melee attack as a bonusaction each turn after this one. When your rage ends, you experience 1 level of exhaustion

Barbarian-
Rage- enter rage as a bonus action on your turn, While raging you have: advantage on STR checks ad saving throws, attack roll bonus when using STR weapons, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts for 10 rounds, or until you use a turn without making an attack.You cannot use concentration during rage. You can do this 3 times per long rest, rage damage +2
Unarmored Defense- When unarmored, AC=10+DEX+CON

Reckless attack- You can decide on your turn to attack recklessly and take advantage on attack rolls using STR during this turn, but all attacks against you are also at rolled with advantage.

Danger sense- advantage on DEX saving throws against effects you can see.

Extra Attack- can choose to attack twice instead of once
OWL Bear-
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.
Ancestric Physiology. Due to your genealogical roots stemming from Owlbears, you are considered one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You are unable to wield light weapons, but you are able to use weapons that are oversized.
Clumsy. Due to the infantile state of this race, you are considered clumsy and are unable to wield weapons you are not proficient with.
Animalistic Understanding. You can understand Owls, Bears, and Owlbears.
Languages. You can understand, and read Common, but have a hard time speaking it proficiently and your long talons make it impossible to write.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 80, Platinum: 0 Money
Common,

Animalistic Understanding. You can understand Owls, Bears, and Owlbears.
You can understand, and read Common, but have a hard time speaking it proficiently and your long talons make it impossible to write.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

Greataxe

Weapon

Common

Properties: Heavy, Two-handed
Dwarven Legacy: If you are dwarf, you gain +1 on hit and +1 on damage while using greataxe.
Anti-small: When you attack creature smaller than you, you gain addition damage die.

Type Damage Damage Range
Martial Melee 1d12 Slashing 5 ft

Cost: 30 gp
Weight: 7 lb

Handaxe

Weapon

Common

Properties: Light, Thrown ( range 20/60 ).
Dwarven Legacy: If you are dwarf, you gain +1 on hit and +1 on damage while using handaxe.
Fast Toss: You can hurl one handaxe as bonus action, if you have used your action to melee attack or to dash.

Type Damage Damage Range
Simple Melee 1d4 Slashing 5 ft

Cost: 5 sp
Weight: 2 lb

Javelin

Weapon

Common

Properties: Thrown ( range 30/120 )
Fast Toss: You can hurl one javelin as bonus action, if you have used your action to melee attack or to dash.

Type Damage Damage Range
Simple Melee 1d6 Piercing 30/120

Cost: 5 sp
Weight: 2 lb

PHB, page 151

Explorer's Pack

Adventuring Gear

Common

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Cost: 10gp
Weight: 35lb

The statblocks of your class features

Barbarian

The Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4
hit dice: 1d12 per Barbarian level
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon

  • (a) two handaxes or (b) any simple weapon

  • An explorer's pack and four javelins


spellcasting:
class features:

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, 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, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • 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.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.  

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.   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.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.  

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.  

Relentless Rage

Starting at 11th level, 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.  

Brutal Critical

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   This increases to three additional dice at 17th level.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Brutal Critical

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:

Path of Wild Magic

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.   When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.  

Path of the Wild Soul Features

Barbarian Level Feature
3rd Lingering Magic, Wild Surge
6th Magic Reserves 1d4
10th Arcane Rebuke
14th Chaotic Fury, Magic Reserves 1d6

Magical Awareness

Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.   If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
d8 1d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +l bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:   For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.   You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.  

Controlled Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Peach

Small Almiraj, little shit, Neutral

Armor Class 13
Hit Points 6
Speed: 50 ft Burrow: 4 ft Climb: 15 ft

STR

2
( -4 )

DEX

16
( +3 )

CON

10
( +0 )

INT

2
( -4 )

WIS

13
( +1 )

CHA

10
( +0 )

Skills Perception +4, Stealth +5
Senses darkvision 30ft., passive Perception 14
Languages common, owlbear, bear, owl

Keen Smell. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

CharlieSturm.

Statblock Type

Character Sheet (latest)

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