Hakeem Grey-Wolf (Hakeem Hakem's son) of Clan Greywolf of the Midnight Goddess Hills, Sword Knight of Bondor, War Chief of Greywolf.Dragonsfoot Sheet
Altanian Barbarian Level 20 (Proficiency +6)
Armour Class: AC 24 unarmoured/25 in Armour of Bondorr (10 +2 DEX +7 CON +5 for +3 shield of Kainos), Defence Class: DC 16 (8+2 DEX+6 Prof) .Move: 40' when not in heavy armour. Jump 24'>72'.
ST: 24 (+7) IQ: 10 (+0) WI: 10 (+0) DE: 14 (+2) CO: 24* (+7) CH: 15 (+2)
Hit Points: 325. (14x20=280+5=285, +40 *Epic Fortitude = 325) Healing Dice: 20 (13 hp/d12+7).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.Indomitable Might (18th level) Always minimum result of 24 on all STR checks (eg Athletics rolls, jumps, grapples, bullrushes, climbing etc) - not attacks or saves.
((Bloodletter +2 Longsword (2 Attacks/Action) Attack +13 (+6 Prof +5 STR +2 magic) damage 1d8+11 1-hand raging (+5 STR +2 magic +4 rage), critical hit 5d8+11, rage 6/day. At Thusia.Wolfshead +1 Longsword, Werebane: +3d6 dmg vs Lycanthropes. At Thusia.))
Retaliation: Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.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.Aeanor nods: "The name is familiar... An Altanian blade, forged centuries ago, far to the south. It was wielded by... Kiris Wolfshelm, I think? Who was laid low by the treachery of his paramour.""This is what I had heard. I found it in an ancient tomb on the Korm Basin."Aeanor: "I recall a tale that his lover cursed the blade, that it would fail at the vital moment? Not a well omened blade."Equipment: Great sword, wolf skin, loin cloth, belt and money pouch, adventurers pack, silver lightning-bolt pendant - the symbol of Bondorr, Sword God of Altanis, it shows Hakeem's dedication to the mystic Way of the Sword.
+1 wolfshead longsword, werebane (+3d6 dmg vs lycanthropes). - at Thusia.Bloodletter, +2 longsword. Altanian Warrior: +2 to Survival/Tracking (+4 Prof -1 WIS =+3).SA: L1 Rage as Bonus Action (5/day): +4 dmg, dmg resistance to pierce/slash/bludgeon, advantage on STR checks. L1 Unarmoured defence, add Con mod to AC. L2 Reckless attack (get Advantage on attack, grant Advantage). L2 Danger Sense - advantage on DEX saves vs all visible effects. L3 Primal Path: Berserker. When raging can go Berserk, bonus action attack 1/round after the round he enters rage. When berserk rage ends he suffer 1 level of exhaustion. Exhaustion: Level 1 gives disadvantage on ability checks (not attacks & saves). Level 2 halves your speed. Level 3 gives disadvantage on attacks & saves. Altanian Barbarians can recover 1 level of exhaustion with a Short Rest 3/day.L5 Extra Attack. Fast Movement 40'. L6 Mindless Rage - Cannot Be Charmed or Frightened While Raging. Any existing Charm/Fright is suspended for the duration of the Rage.L7 Feral Instinct: Advantage on all Init rolls. If Surprised he can still roll init & can act normally if he enters Rage before doing anything else.L9 Brutal Critical +1 die on critical hitsL10 Intimidating Presence - action to frighten one target within 30', WIS save DC (8+Prof+CHA) 13 or be frightened until end of your next turn (if saves, immune for 24 hrs). You can spend action to extend effect on subsequent turns. L11 Relentless Rage (DC 10 CON save to stay at 1 hp).L12 Brutal Critical (2 dice)
Weapon:
Sword of Bondorr: +3 Dragonbane Longsword, +3d6 vs Draconics: (2 Attacks/Action) Attack +16 (+6 Prof +7 STR +3 magic) damage 1d8+14 1-hand raging (+7 STR +3 magic +4 rage), critical hit 5d8+14, +3d6 damage vs Draconics, rage 6/day. An Exhalted Champion of Bondorr can cast a 14d6 (49 damage) lightning bolt from the sword as a bonus action 1/day. If a lightning storm is raging overhead this damage is maximised (84 damage).Lightning Sheath: As a bonus action the wielder can cause the Sword of Bondorr to crackle with lightning for 1 minute. This sheds bright light 20' & dim light another 20'. It does +1d8 lightning damage on a hit.
Background.
Hakeem is a Son of the Sword. The esoteric order of the Altanians dedicated to their warlike God, they will use no weapons but swords, preferably big swords. He has triumphed in his quest to become a Sword Knight, a quest that involved stabbing many enemies (a very loose term to Altanians) in the face - a lot. He did not think it too many...
Appearance: Sleek as a wolf, at 6'3" and 220lbs Hakeem stalks rather than walks through the civilized cattle of the lowlands.
Epic Boons: Fortitude +40 hp. Perfect health - immune to disease & poison, advtg on CON saves. Boon of Combat Prowess - turn a Miss into a Hit 1 per Short Rest
Attuned Items: Sword of Bondor, Armour of Bondor, Boots of Striding & Springing.
Background:
After the death of his father in battle before Hakeem was born his mother left him to thrive or die among the demon haunted Midnight Goddess Hills. As tradition dictates the Brotherhood of the Sword sought the child after a week and finding the infant alive claimed him for their own.
Trinket:
Silver Lightning Bolt Holy Symbol.
Personality:
Positive, indomitable, masterful.
Ideal:
To destroy his enemies, the enemies of his order, the enemies of his clan and the enemies of his friends. To hear the lamentation of their women. To become A Sword Knight of Bondorr.
Bond:
He serves Bondorr and the Order of the Sword.
Flaw:
Short tempered, bigoted, xenophobic.
Bloodletter, +2 Longsword |
She fell pregnant on their wedding night, their child (prophesied to be a boy) is due M10 4446 BCCC.
Malenn of Mitra, +3 Wife |
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 |
Class Features
As a barbarian, you gain the following class features.
Hit Points
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
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
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
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
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. Choose the Path of the Berserker or the Path o f the Totem Warrior, both detailed at the end of the class description. 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.
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.
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.
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.
Primal Paths
Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Path of the Berserker
For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, 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 (as described in appendix A).
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to 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.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.
Path of the Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
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