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Created
2 years, 5 months ago
Creator
LoneShadowCat
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Code by Aurorean

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

0
INSPIRATION
+2
PROFICIENCY BONUS

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)

13
PASSIVE WISDOM (PERCEPTION)

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

0

SP

0

EP

0

GP

10

PP

0

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