Rar
LoneShadowCat
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- 2 years, 5 months ago
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- LoneShadowCat
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Profile
Rar Giddar
Barbarian 3
CLASS & LEVEL
Sailor
BACKGROUND
He
PRONOUNS
Bugbear
RACE
CN
ALIGNMENT
900
EXPERIENCE POINTS
59yrs
AGE
6'11"
HEIGHT
288lb
WEIGHT
STR
20
+5
DEX
14
+2
CON
15
+2
INT
12
+1
WIS
13
+1
CHA
14
+2
SAVING THROWS
+5 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
SKILLS
+2 Acrobatics (Dex)
+1 Animal Handling (Wis)
+1 Arcana (Int)
+5 Athletics (Str)
+2 Deception (Cha)
+1 History (Int)
+1 Insight (Wis)
+2 Intimidation (Cha)
+1 Investigation (Int)
+1 Medicine (Wis)
+1 Nature (Int)
+1 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+1 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+1 Survival (Wis)
OTHER PROFICIENCIES AND LANGUAGES
LANGUAGES: Common, Goblin, Unknown
PROFIENCIES: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Navigator's Tools, Vehicles (Water)
ARMOR CLASS
14
INITIATIVE
+2
SPEED
30
CURRENT HIT POINTS
34
HIT POINTS MAXIMUM
34
TEMPORARY HIT POINTS
0
HIT DICE
3d12
TOTAL
3
DEATH SAVES
SUCCESSES
FAILURES
ATTACKS AND SPELLCASTING
NAME
ATK BONUS
DAMAGE / TYPE
Glaive
+7
1d10 / Slashing
Sickle x2
+7
1d4 / Slashing
Javelin x4
+7
1d6 / Piercing
RAGES
DAMAGE
3
+2
EQUIPMENT
CP
SP
EP
GP
PP
Common Clothes
Club
50ft Silk Rope
Rabbit Foot Charm
Explorer's Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, 50ft Hempen Rope)
PERSONALITY TRAITS
To me, a tavern brawl is a nice way to get to know a new city.
An injury or strange event caused me to lose all memory of my past, but occasional flashes of it return to me.
IDEALS
People. I'm committed to my crewmates, not to ideals.
BONDS
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
FLAWS
Once someone questions my courage, I never back down no matter how dangerous the situation.
FEATURES AND TRAITS
Darkvision, Long-Limbed, Powerful Build, Sneaky, Surprise Attack, Ship's Passage
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, and you have resistance to bludgeoning, piercing, and slashing damage. 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 maximum number of times for your barbarian level, 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.
Danger Sense: 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.
Reckless Attack: 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.
Primal Path: (Storm Herald) All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
Storm Aura - (Sea) You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
STORY
WIP