premade barbarian

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Premade Barbarian Strength 16 (+3)- save +5 Dexterity 14 (+2) Constitution 16 (+3)- save +5 Intelligence 8 (-1) Wisdom 12 (+1) Charisma 10 (0) AC: 15 (no armor) HP: 35 Proficiency Bonus: +2 Attack Bonus: +5 or +0 if you choose to use the Great Weapon Master (GWM) feat. At any time you can choose to roll with advantage but enemies have advantage to hit you on their next turn. Damage in a Rage: greataxe 1d12 + 5 Damage in a Rage using GWM: greataxe 1d12+15 Normal Damage: greataxe 1d12+3 PROFICIENCIES: Athletics +5 Intimidation +2 or +5 if using physical intimidation Knowledge: Nature +1 Perception +3 Survival +3 Stealth +4 Vehicles (land) ? FEATS: Great Weapon Master You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. ABILITIES: 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 of +2. • 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 o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again Unarmored Defense While you are not w earing 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

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Premade BarbarianPremade Barbarian

Strength16 (+3)- save +5Dexterity14 (+2)Constitution 16 (+3)- save +5Intelligence 8 (-1)Wisdom12 (+1)Charisma 10 (0)AC: 15 (no armor)

HP: 35

Proficiency Bonus: +2

Attack Bonus: +5 or +0 if you choose to use the Great Weapon Master (GWM) feat. At any time you can choose to roll with advantage but enemies have advantage to hit you on their next turn.

Damage in a Rage: greataxe 1d12 + 5

Damage in a Rage using GWM: greataxe 1d12+15

Normal Damage: greataxe 1d12+3

PROFICIENCIES: Athletics

+5

Intimidation

+2 or +5 if using physical

intimidation

Knowledge: Nature+1

Perception

+3

Survival

+3

Stealth

+4

Vehicles (land)

?

FEATS:

Great Weapon Master

Youve learned to put the weight of a weapon to your

advantage, letting its momentum empower your strikes.

You gain the following benefits:

On your turn, when you score a critical hit with a

melee weapon or reduce a creature to 0 hit points

with one, you can make one melee weapon attack as a

bonus action.

Before you make a melee attack with a heavy weapon

that you are proficient with, you can choose to take a

- 5 penalty to the attack roll. If the attack hits, you add

+10 to the attacks damage.

ABILITIES:

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 arent 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 of +2.

You have resistance to bludgeoning, piercing, and

slashing damage.

If you are able to cast spells, you cant 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

havent 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 o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again

Unarmored Defense

While you are not w earing 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 o f when things

nearby arent 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 cant be blinded, deafened, or

incapacitated.

Spirit SeekersYours is a path that seeks atunement with the natural world. giving you a kinship with beasts. At 3rd level when you adopt this path. you gain the ability to east the beast sense and speak with animaIs spells. but only as rituals, as described in chapter 10.

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.

SPECIES TRAITS:

Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you havesuperior vision in dark and dim conditions. You can

see in dim light within 60 feet o f you as if it w ere bright

light, and in darkness as if it w ere dim light. You can't

discern color in darkness, only shades o f gray.

Menacing. You gain proficiency in theIntimidation skill.

Relentless Endurance. When you are reduced to0 hit points but not killed outright, you can drop to 1 hit

point instead. You cant use this feature again until you

finish a long rest.

Savage Attacks. When you score a critical hit witha melee weapon attack, you can roll one of the weapons

damage dice one additional time and add it to the extra

damage o f the critical hit.

EQUIPMENT:

Weapons:

greataxe

2 handaxes

4 javelins

set of travelers clothes

belt pouch

letter of membership from your guild

5 gp

backpack

bedroll strapped to the top

mess kit

tinderbox

10 torches

10 days of rations

waterskin

50 feet of hempen rope strapped to the side