Nail
Level 5 (0/14000 XP for level-up)
Background Experiment
Size Medium
Species Vanquis (Amalgamation)
Barbarian
Subclass Path of the Experiment
Level 5
Hit dice 5/5
1d12+3

STR 20
+5
STR save: +8
DEX 16
+3
DEX save: +3
CON 17
+3
CON save: +6
INT 8
-1
INT save: -1
WIS 14
+2
WIS save: +2
CHA 12
+1
CHA save: +1

Initiative (DEX)
+3
Speed
50 ft
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
16
Unarmored Defense
Hit Points
66 / 66
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
WIS
Abi Mod
+2
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Hammer (Manawarped Hammer) +8 STR 2d6+5 Bludgeoning
  Properties: Heavy, Two-Handed Cleave
Hammer Blast +6 DEX 1d6+3 Force
  Properties: Blaster (Range 20/60)
Handaxe (x4) +6 DEX 1d6+3 Slashing
  Properties: Light, Thrown (range 20/60) Vex
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Unarmored Defense 16
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
+1 Deception CHA
-1 History INT
+2 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
+5 Medicine WIS
-1 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending
+5
1 minute Touch Instantaneous V, S, M (two lodestones)
 Notes:   This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.
Psychic Cleaver
+5
Bonus Action Self Instantaneous 1d8 V, S
 Notes:   When you take the Attack action or cast a spell that involves an attack roll, you may cast this spell to create a weapon in your other hand, made of psychic energy. You immediately make an attack using that weapon, making a melee spell attack against melee targets, or a ranged spell attack if you throw it. On a hit, the weapon deals 1d6 psychic damage to its target. The weapon then vanishes. The weapon is treated as having the light and thrown (20/60) properties.

Level 1 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Hungering Blade
+5
Bonus Action Self 1 minute V, S
 Notes:   You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0
Bastions
Treasure and Equipment
Hammer (Manawarped Hammer), Lightning Bolt Charm, 4 Handaxes, Explorer’s Pack (Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.), Alchemist’s Supplies, Manacles, Perfume (to cover chemical smell), Traveler’s Clothes (with hooded cloak)
Proficiencies, Languages, and Talents
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Tool Proficiencies: Alchemist’s Supplies, Surgeon’s Tools
Languages: Common, Deep Speech, Infernal
Resistances: Psychic, Poison, Bludgeoning, Piercing, and Slashing (While Raging)
Immunities: Necrotic; Disease
Features & Traits

Species


Deathless Traits. As a creature inhabiting a deceased body you have the following traits:

  • Healing spells that can not normally target undead can affect you, but restore half as many hit points (rounded down, minimum 1) when they do.

  • You do not need to breathe.

  • You have advantage on death saving throws.

  • You do not require sleep, and magic cannot put you to sleep. You finish a Long Rest after 4 hours if you spend that time motionless and inactive, but you remain aware during this time.

  • When you have the dying condition you do not fall prone, and your movement speed is only reduced to half rather than to 10 feet.


Deathless Evermore. Your maximum hit points cannot be reduced, and you are immune to necrotic damage.
Frightful Shock. If you score a critical hit on a creature who is within 30 feet of you, they become frightened of you until the end of your next turn. Furthermore, if you surprise a creature in combat and they start their first turn within 30 feet of you, they are frightened until the start of their following turn.
Construct Resilience. Your body is constructed, which frees you from some of the limits of fleshand-blood creatures. You have resistance to poison damage, you are immune to disease, and you have advantage on saving throws against being poisoned.
Endless Hunger. As a Bonus Action, you can embrace your connection to the Hungering Ones. Until the start of your next turn, you know the location of any creatures that aren’t Constructs or Undead within 60 feet of yourself, and your attack rolls against those creatures can’t have Disadvantage. Once you use this trait, you can’t use it again until you finish a Short or Long Rest.
Death Rage. When you have the dying condition you can take an action or bonus action on your turn, but not both. You cannot take the Attack action at that time, but can use your action to make a single attack with advantage.

Class


Rage. You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Danger Sense. You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Reckless Attack. You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Primal Knowledge. While your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Fast Movement. Your speed increases by 10 feet while you aren't wearing Heavy armor.

Subclass


Alchemical Experiments. You gain a set of Alchemist’s Supplies, and you have proficiency with it. Additionally, you can use Alchemist’s Supplies instead of an Herbalism Kit to craft Potions of Healing.
Volatile Serum. You have an implanted series of syringes and reservoirs that hold alchemical serums and deploy them into your body. When you enter your Rage, choose one of your serums to inject and gain its benefits.
The chosen serum lasts for the duration of your Rage, or until you choose a new serum as a Bonus Action. You have the following serum options.
Ferocity. This serum throws you into an energized frenzy. You ignore Difficult Terrain, and when you hit with a Melee weapon or Unarmed Strike, you can activate the Cleave mastery property in addition to a different mastery property you're using.
Monstrosity. The serum expands your body to monstrous proportions and can change your appearance in cosmetic ways, such as by altering facial features, skintone, and hair length or color. Your reach increases by 5 feet, and once per turn when you miss with an attack roll that relies on Strength, you can add your Rage Damage bonus to the total, potentially causing the attack to hit. If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn’t enough room to accommodate the size change, your size doesn't change.
Reconstruction. The serum dulls pain and forces wounds to rapidly knit. Upon activation and at the start of each of your turns, you can expend and roll a Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your Constitution modifier (minimum of 1 Hit Point). You gain any excess beyond your Hit Point maximum as Temporary Hit Points. If you take Acid or Fire damage, this serum doesn't function at the start of your next turn.
Feats

I Survived to Tell the Tail


Instinct to Survive. When you take damage that would reduce you to 0 hit points, you can immediately regain hit points equal to your level. When you use this benefit, you cannot use it again until you finish a long rest.
Superior Speed. You gain a +10 bonus to speed.
Wriggle Free. If you would gain the Grappled condition, roll a d20. On a 10 or higher, you instead do not gain it.

Cult Initiate


Your cult instructs you in eldritch rites, granting you the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Warlock spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose the ability when you select this feat).
Level 1 Spell. Choose a level 1 spell from the Warlock spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the Warlock spell list.

Hammer Rocketeer


Your expertise in heavy weapons, particularly the impressively impactful rocket hammer, grants you the following benefits:
You deal an additional 2d4, instead of 1d4, bludgeoning damage when you engage the thrusters on your rocket hammer's attack.
By engaging your rocket hammer's thruster and performing an uppercut, you can propel yourself high into the air. If you perform a long jump or a high jump as an action while holding a rocket hammer, you can double your jump distance or jump height, respectively.
Once per turn, when you have advantage on an attack roll using a maul, rocket hammer, warhammer, or wrenchinator, you can push the target 10 feet away from you on a hit. You don't need advantage on this attack if the target is one size category smaller than you or smaller.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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