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De'Vera Magala

4 Level (0/6500 XP for level-up) The Hunter's Guild Background Dragonborn (Magala) Race / Species / Heritage Neutral Good Alignment
Barbarian
Level 4
Hit Dice: 4/4
1d12+3 Class 1

STR
16
+3
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
12
+1
38
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Rage
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+1 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Wire Knuckles +6 STR 1d10+2+1d4+3 Bludgeoning
 Light
Frenzied Fist +6 STR 1d10+2+2+1d4+3 Bludgeoning
 Light
Attacks
Dragonborn (Magala)
Ability Scores: Con +2; Str +1
Size: Medium
Speed: 30 ft.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Frenzied Immunity. You are immune to the frenzy virus.
Frenzied State. Starting at 3rd level, you can use your bonus action to enter a frenzied state, causing two feelers to poke out from your head, and the color under your wings slowly changes to a bright purple. This state lasts for 1 minute or until you end it as a bonus action. Once you enter this state, you can't use it again until you finish a long rest.
While in this state, your darkvision increases by 30 feet, you can see normally in darkness, both magical and nonmagical; and at the end of each of your turns, each creature within 10 feet of you take necrotic damage equal to your equal to your proficiency bonus. Until the frenzied state ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Damage Resistance. You have resistance to necrotic damage.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
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.
Winged Arms. You have two claws on your extremely prehensile wings. These claws can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
____________
Class : Barbarian
https://5e.tools/classes.html#barbarian_phb
Subclass

Path of The Dragon Soul
The Path of the Dragon Soul is a path for barbarians whose souls have been touched by the ancient power of dragons. Through unknown means—perhaps a ritual, a pact, or even a mysterious birthright—your soul has been entwined with the Draconic Weave, a force tied to dragonkind. This connection allows you to channel the essence of dragons when you enter your rage, transforming into a fearsome embodiment of their power.

Draconic Soul
At 3rd level, you can choose one type of dragon that has affected your soul. Once you have chosen the type, you cannot change it.

Draconic Soul
Dragon | Damage Type
Gold | Fire

While raging, you have Resistance to the damage type determined by your Draconic Soul.

Dragon's Fury
At 3rd level, your connection to the draconic weave awakens the primal fury of a dragon’s breath weapon within you. Once per turn, as a bonus action or in place of one of your attacks during a rage, you can unleash a devastating breath weapon attack.

Frenzied Flame Dragon's Plagued Roar
When you use this breath weapon, you exhale in a 15-foot cone or a 30-foot line (your choice). Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier). On a failed save, a creature takes 1d10 damage of the chosen type from your Draconic Soul Table, plus your current rage bonus damage. On a successful save, they take half damage. This damage increases by 1d10 when you reach barbarian level 6 (2d10), 10 (3d10), and 14 (4d10).

Frenzied Flame Dragon's Frigthening Roar
Additionally, instead of exhaling destructive energy, you can choose to unleash a mighty roar. Each creature of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on a success. Once a creature succeeds against a save to no longer be frightened they are immune to this effect for 24 hours.


Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have

Unarmed Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
---------
Faction : Hunter's Guild
Skill Proficiencies: Investigation and Nature
Tool Proficiencies: Cook's Utensils & Herbalist's Kit

Equipment: One set of traveller's clothes, a hunters card, and a carving knife.

Gold: 1,274 GP
RP : 450rp
Nargacuga Scale;
Armour effect; You have a +2 bonus to Stealth checks while you wear this armor.

Features & Traits
Wire Knuckles
Simple Melee Weapon
Compatible Proficiency Any
Infused with the essence of wirebugs and the strength of ironsilk, these knuckles offer unparalleled agility and graceful maneuvers, seamlessly blending combat finesse with versatile utility and support capabilities.

Nonmagical
30 gp, 1d4 bludgeoning, 2 lb., light. For each hand.

Rarity - Rare - You gain a +1 bonus on attacks and damage rolls.
Empowered Strikes. If your Unarmed Strikes deal at least 1d4 damage or more, this weapon deals that damage + 2 instead.
Wiredash. Harnessing your expertise with wirebugs, you've honed the skill to swiftly evade harm. As a reaction when taking damage or when you succeed on a saving throw to resist an effect that would inflict a status condition, you can move up to 10 feet in any direction of your choice. During this movement, you ignore difficult terrain and don't provoke opportunity attacks. You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Wirefall. While you are falling, you can use your reaction to throw your wirebug above you, stopping your descent in mid-air until the start of your next turn. When you begin your fall again, the height you stopped at is the new value used for the amount of fall damage you take. You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Silkbind. Immediately after you hit a creature twice during your attack action, you can use your bonus action to slam your fist against the ground, planting a wire into the earth. that wraps around the creature, binding it within a 15-foot radius from the wire's point of placement. The creature can't move beyond this radius until the wire is snapped At the start of the creature's turn, it can attempt to break free by succeeding on a Strength saving throw against a DC of 8+ your proficiency modifier + your choice of either your Strength or Dexterity modifier. Additionally, if the creature is at least one size category larger than you, you can attempt to grapple it while it's bound in this way, regardless of the size difference and remain grappled to it even after it breaks free of the silkbind. Once you use this property you can't use it again until you finish a long rest.
Wiredash Upgrade. You can now move up to 15 feet in any direction.
Wirefall Upgrade. You can expend two uses of wirefall to cast the feather fall spell

Weapon Trinket
Nergigante Regrowth Plate
Maximum Might. While your hit points are full and you are not suffering from any levels of exhaustion, you deal maximum weapon damage with your attacks.

Javelines x4

Half-Plate(17 AC)


Upgrade Material :
Small Bone: Uncommon weapon upgrade material
Bird Wyvern Bone*1. Uncommon armor upgrade material.
Monster Fluid*7
Uncommon or rare upgrade material that can be used for weapons or armor
Monster Bone+; Rare weapon upgrade material.

Weapon Slot
Weapon; Bird Wyvern Fang*4. Your piercing weapon deals an extra 1 piercing damage.

Vespoid Wing*2
Vespoid Wing. This weapon has 2 runes, that it regains daily at dawn. When you hit a creature with this weapon you can expend a rune to have the target make a DC 10 Constitution saving throw. On a failed save the target is incapacitated and has its movement speed is reduced to 0 for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.

Hornetaur Head*1; Your weapon deals an extra 1 necrotic damage.

Paolumu Pup Scale
(Armor You reduce cold damage you take by 3 while you wear this armor.

(Weapon While you are attuned to this weapon, you can use an action to speak its command word and exhale a blast of strong wind in a 45-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 12 Dexterity saving throw, taking 2d6 thunder damage and be knocked prone on a failed save or half as much on a successful one and is not knocked prone.

Once used, this property cannot be used again until you finish a long rest.

Dodogama Jaw (Sorcerer & Wizard only You know the fire bolt cantrip while attuned to this weapon.

Armour Slot
Great Jaggi Hide; You reduce necrotic damage you take by 3 while you wear this armor.

Armour
Hornetaur Shell. You reduce necrotic damage you take by 2 while you wear this armor.

Fulgurbug; While attuned to this armor, a thunderbug (AC 10; 1 hit point) travels with you. As an action, it will take flight (fly 20 ft.), until you use a bonus action to call it back to you. While in flight it sheds bright light in a 5-foot radius and dim light for an additional 15 feet. If the thunderbug is killed, a new one appears on your shoulder when you finish a short or long rest.

Izuchi Hide; When you successfully gather from a bonepile resource, you roll twice on the resource table.

Barroth Shell
When you hit a creature with this weapon, it must succeed on a DC 13 Constitution saving throw or become afflicted by waterblight for 1 minute. The creature can repeat its saving throw at the end of its turn, ending the effect on a success.

Barroth Gem
Guard. You cannot be pushed or knocked backwards while you wear this armo

Great Jaggi Claw; Forager. When you harvest mushrooms, you instead gather two.

Consumables
Piscine Liver; After it is cooked (DC 11), it can be eaten to cure any disease or poison.

Drone Substance; This oily like substance can be applied to the skin of a medium or smaller creature. Applying the substance takes 1 minute. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour. During this time if they attempt to charm a creature with spells or spell like abilities, the targeted creature has disadvantage on its saving throw.
  • Cursed; When applied to a creature, there is a 10% chance to attract nearby seltas while in urban areas. While in the wilds, there is a 50% chance to attract nearby seltas.

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 774, Platinum: 0 Money
    Common, Draconic
    All Armor, Simple weapons, martial weapons
    Cook's Utensils & Herbalist's Kit
    450 RP

    Languages & Proficiencies
    Her Mentor/Mother-Figure - Zunesha
    Hunter - Those who knew her before the incident

    Shinigami

    Bonds
    Mercurial Reputation - Some view her badly while those who known her before incident are sympathetic
    Silent Solitude - Would at times remain silent until address or called upon
    Intimidating Appearance - wisps of miasmic like smoke trail her, blackish-violet scales almost black in the dark. makes her almost unapproachable due to her looks.
    Desire for Acceptance

    Flaws
    Backstory:
    Hailing from Drakkensport though not born in its land, De'Ver Magala had lived most of her relative youth in solitary peace in both thanks to her choices and sadly her heritage. Glossy-violet scales to near black in the dark, winged claws and wisp of miasma like smoke coming out of body makes her an intimidating presence even as a child but she didn't want it to bother her much, there was a beauty and calm to silent solitude. Yet she does yearn for that companionship, a handful of meaningful bonds would be enough for her but those who would care to forge them was scarcely few.

    But she did find one, a former Hunter turned to runesmith(knight) dragonborn named Zunesha , who adopted the young dragonborn to under her wings. And for then on, De'Ver had turned to her apprentice to the forge that Zunesha owns called 'Fanged Forge' where she used to only cook for her until she later own learned ironically the art of herbalism, her miasmic like smoke before would taint what weaponry she hold for too long, making her useless to being a smith. However, she learn to harness its property to be use on coating weapons with numerous effects, helping Zunesha more and earning some level of respect from the Hunters who come to the forge. Zunesha's acceptance to her is one she treasures along the Hunters' gave De'Ver the budding of desire for more acceptance takes root on her heart.

    And overtime, she desires to join the Hunter's Guild grows for to the normal citizens the visage of them with scales, horn, and other spoils of the hunt are met with awe and wonder, rather than fear or trepidation she would be given even after proving that she is no threat. For over the years, her wish for other view of her to change led to her making an impulsive and regretful mistake.

    One day, Zunesha was asked as a former hunter to help with a Hunt for a Gore Magala who has disrupted the ecosystem with its Frenzied Virus, leading to the Guild calling what available Hunters both current and former to take coral the infected wildlife and stop it from spreading further. Zunesha accepted as her duties as Former Hunter remains but not being notified in advance, she reluctantly let De'Ver follow her but only to help with coating and such the weapons. Yet, she wishes to see them work, to see how these Hunter that people are inspired by bring down a mighty beast, and was able to sneak out and somehow was able to go unnoticed until the wrong time. The Gore Magala was the first to find her leading the Hunting Party not only trying to bring down the Magala but also protecting her.

    Due to her actions that day, not only was Zunesha was critically injured and in a coma, several hunters also injured and one even DOA to not being able to focus on the Gore Magala. The Hunter's Guild declared the young dragonborn to be guilty of endangering the peace, causing the death of a Hunter, she is punished to joining the Guild as a Hunter and repent for what you've done on community service hours from hunting Monster to doing her coating. De'Ver devastated by the aftermath of her actions accepts the terms without protest, she vows to make amends for her mistakes returning to her silent solitude, knowing that until she could repay for actions and see her mentor/mother figure awaken again, she will hunt, she will follow, and she will repent.

    For while she had joined the Hunter's Guild as she want, but at a terrible cause, perhaps her name was right.

    "A Plague made Incarnate".

    Notes


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