LEVEL 17
XP 232,466
Race: Dragonborn, Gold Dragon
7'8", 450 lbs
Class: Barbarian, Totem
Al. N
Proficiency Bonus +6
Initiative +1 (advtg)
AC: 21 (+2 half plate 17, +1 DEX, +2 shield, +1 ring) >
Hit Points: 209 (Lvl 1-12: 106 rolled+ 4hpx12=48 for CON= 154) + (Lvl 13-17: 11x5=55)
Hit Dice: 17 (10/d12+4)
STR 20 (+5) (15 +2 race +3 level) > 24 (+7)
DEX 13 (+1)
CON 18 (+4) (14 +1 race +3 level)
INT 10 (0) (8 +2 level)
WIS 12 (+1)
CHA 10 (+0)
Speed 40'/Overland Flight 60'
Perception +8
Passive Perception 18
Proficient in History. Advantage on History of Dragonborn (Arkhosian Empire) - including battles with Bael Turath.
Can speak, read & write Common & Draconic.
Gold Dragonborn:
Resist Fire
Fire Breath (bonus action 3/Long Rest)
Breathe Fire: Bonus action 15' Cone, DEX save DC 17 for half damage.
Damage 5d6 & uses 3/LR.
The damage starts at 2d6, increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level.
Equipment
+2 Half Plate.
Ring of Protection (attuned #1)
disad. on stealth. Can strip to Breastplate (AC 14+DEX) by removing arm guards & greaves.
Orichalan Warbow (longbow, STR 20 to use, can use STR mod for att/dmg) ATT +10 dam 1d10+5 atts: 2, arrows: 20
The Dragonblade Sword +2 Flametongue (attuned #2) (STR 20 Dragonborn to use 1-h) ATT +12 dam 1d12>d20+13 (+5 STR +4 rage +2 magic) +2d6 fire (brutal critical 5d12>5d20+11+4d6 fire); 2d10 as 2hw
Dragon Gauntlets of Rhissel Morninglord (attuned #3): +4 STR (20>24), weapon damage dice +1 category (d12>d20), Each Attack: 2x ATT+13 Hit: 2d8+11, if 2 hits then rend for 4d8+11.
GP: 32650
Potions: Clairvoyance, Fish Friendship - from Bolgreth the Merman, green beard.
Barbarian Hero of the Dragon Lodge, a Prince of Clan Delmirev, in the Dragon Hills of Ancient Oricha. Travelled north in search of adventure and the mystic holy woman, Lady Meda. Eventually became Lord of Trade, settling there.
Totem Powers - Dragon of Oricha
Level 3 - Toughness of the Dragon - raging gives half damage all but Psychic. Dragonborn fire breath is a bonus action, 1/short rest.
Level 6 - Eyes of the Dragon - 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.
Level 10 - Commune. Can cast the 'commune with nature' spell as a ritual. When you do so, the Dragon Spirit appears to you to convey the information you seek.
Level 14 - Wings of the Dragon. Grows wings & gains Fly Speed (40'). This benefit works only in short bursts; you normally fall if you end your turn in the air and nothing else is holding you aloft. From a high perch (80'+) you can use your wings to take off and fly long distance, taking an Action each round for overland flight (100'/round).
Rage Damage +4
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. - Lasts 10 full rounds even if not attacking.
Royal Wyvern
AC 13 HP 136
Speed 30'/fly 80'
ST +5 DE +0 CON +5 IN -3 WI +1 CH -2
Per +4 darkvision 60'
CR 7
ATT +8, 2 attacks
Bite dam 2d6+5
Claw dam 2d8+5
Sting dam 2d6+5 and poison CON DC 15 dam 8d6 save for half.
Shieldbiter's Wife Freya (married M2 4447 BCCC)
"This is how shield biter got his girlfriend.one day sb was going for a walk with tuns of armer and weapons he heard a screaming sound coming from the east . He went to check it out and saw some strangers had tied up a poor golden dragon born lady around the same age as sb they said "she's gonna make a good slave"said the slaversSb ran in axe a swinging at the evil slavers he cut them down he untied the dragon born asked her name she reapplied it was Freya Sb replied that it was a beautiful name for a beautiful dragon born
She giggled and kissed him he blushed :oops: Freya says she has nowhere to go sb said he could come to the dragon hills where sb lives they returned and started dating eventually they were boyfriend and girlfriend."
Freya |
Freya the Gold Dragonborn, wife of Shieldbiter Torin
Armor Class: 11 (Padded cloth)
Hit Points: 55 (10d8 +10)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
10 (+0)
DEX
10 (+0)
CON
13 (+1)
INT
14 (+2)
WIS
15 (+2)
CHA
17 (+3)
Skills: Nature +4 Medicine +4 Perception +4 Religion +4
Challenge: 1/4 (50XP)
Racial Features
Draconic Ancenstry: Your dragon ancestry is a Gold Dragon. (random chosen)
Damage Resistance: You have resistance to Fire damage
Breath Weapon: You exhale an breath 15 ft cone (Dex. Save) that deals Fire damage. The DC is 11. The Creatures takes 2d6 on a failed save, half on a successful one.
Languages: speaks Common and Draconic
Actions
Multiattack. The Healer makes two weapon melee attacks or two ranged attacks.
Staff. Melee Weapon Attack +2 to hit, reach 5 ft, one target. Hit: 1d6 bludgeoning damage.
Shortbow Missile Weapon Attack +2 Hit: 1d6 piercing damage
Healing herbs, bandages, anti-toxin, 1-4 healing potions.
SA: Healing Hands (action) heals 8 hit points per touch, 1 per hd = 10 applications per day.
Trained as a healer by her mother, who was taken by slavers in the employ of Gorok half-ogre years ago.
Steelclaw, Commander of the Dragon Guard |
Armor Class: 21 (+1 Full Plate Armor, Shield)
Hit Points: 114 (12d10 +48)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
Racial Features
Draconic Ancenstry: Your dragon ancestry is Bronze Dragon.
Damage Resistance: You have resistance to Lightning damage
Breath Weapon: You exhale an breath of 5 by 30ft line (Dex. Save) that deals Lightning damage. The DC is 15 (8+CON+Prof). The Creatures takes 4d6 on a failed save, half on a successful one.
Languages: speaks Common and Draconic
Helga's new armour |
Actions
Multiattack. Steelclaw makes three weapon melee attacks or three ranged attacks.
+1 Altanian War axe (Dragonborn can use 1-handed w STR 20)
. Melee Weapon Attack +9 to hit, reach 5 ft, one target. Hit: 19 (2d12 +6 ) slashing damage.
Properties: Versatile (1d10),
Orichalan Warbow. Ranged Weapon Attack +8 to hit, range 150/600, one target. Hit: 10 (1d10 +5 ) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
Helga the Valkyrie
Shieldmaiden to Lord Shieldbiter
AC 21 (+1 Full Plate of Briaron, Shield)
PB+2
Hit Points: 78 (12d8 +24) Speed: 30ft (9m / 6 sqr) Proficiency: +2
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Saves STR +5 CON +4
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and one other (Orc, Tharbrian, Skandik)
Actions
Multiattack. She makes two weapon melee attacks or two ranged attacks.
Weaponmaster: +1 damage die with melee weapons.
Weaponmaster: +1 damage die with melee weapons.
Shieldmaiden: Can use her Shield to impose Disadvantage on a melee attack against her master as a Reaction, if the attacker is wihin 5' of her.
Ghinarian War Spear Melee Weapon Attack +5 to hit, reach 10 ft or 5 ft, one target. Hit: 12 (2d8 +3 ) slashing damage.
Javelin (2 javelins) Missile Attack +5 to hit HIt: 6 (1d6+3) piercing damage.
+1 Battleaxe Attack +6 to hit Hit: 13 (2d8+4) slashing damage
Young Shieldbiter |
Shieldbiter Dragon Guard (7)
Armor Class: 17 (Scale Armor, Shield)
Hit Points: 32 (5d8 +10)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
13 (+1)
Racial Features
Ability Modifiers: +2 Cha, +1 Int
Draconic Ancenstry: Your dragon ancestry is an Blue Dragon. (random choosen)
Damage Resistance: You have resistance to Lightning damage
Breath Weapon: You exhale an breath of 5 by 30ft line (Dex. Save) that deals Lightning damage. The DC is12. The Creatures takes 7 (2d6) on a failed save, half on a successful one. Bonus action 3/LR
Languages: speaks Common and Draconic
Actions
Multiattack. The Guard makes two weapon melee attacks or one ranged attack.
Battle Axe. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 +3 ) slashing damage.
Properties: Versatile (1d10),
Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3 ) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
_____________
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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