Class: Barbarian 5th
HD: 12, 7, 7, 7, 7, 7, 7 {54} +28(con) +14(Tough)= 96
Essence 19 -2(Blooder bond/Oathbreaker) [17]
Sanity 12[+1]
Strength 14[+2] Intelligence 10[+0]
Wisdom 12[+1] Dexterity 13[+1]
Constitution 18[+4] Charisma 8[-1]
Skills: Animal Handling, Athletics, Perception, Survival, Stealth
Lores: Korgia +1, Geography +1, Blood Rituals +1, Hunting +1
Tools: Drums
Weapon: Martial, simple
Armor: Light, Medium, Shields
Saves: Strength, Constitution
Communication: Dundarum, Koondaleese (Minor spoken)
Durable
+1 constitution
Your healing bonus from constitution is doubled
When you rage your maximum HP increases by your proficiency bonus plus your constitution modifier until the rage ends. This may only be used once per short rest.
Tough
You gain an additional 2 hit points per level.
Whenever you roll initiative you gain temporary hit points equal to your proficiency bonus
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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:
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.
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.
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.
Extra Attack
You can attack twice instead of once when you use the attack action
Fast Movement
Your movement is increased by 10 ft as long as you are not wearing heavy armor.
Instinctive Pounce
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed. If you are hidden this movement does not reveal your position as long as you end your movement in a position that could feasibly hide you.
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.
Primal Path: Coven Blooder
Blood Focus
When you select this path at 3rd level your rage undergoes drastic changes. When you rage you have the following changes:
Blood Scent
At 6th level you can create a blood bond with a number of willing participants equal to your proficiency modifier, creating the bond requires the mingling of blood and a 10 minute ritual. You gain the following benefits:
Upon completing a short rest you may sever any number of blood bonds.
Additionally while you are raging you cannot suffer from aggravated wounds, and your bonded allies ignore the 1st measure of aggravation they suffer.
Tactics/Setup:
Armor: = ARMOR CLASS =
Item Prep:
Spell SAVE DC = 8 + prof + =
Spell Attack > prof + =
Feat –
Cantrip
1st
2nd
3rd
Armor:
Weapons:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp
Description:
Background: Outlander
Personality Trait:
Ideal:
Bond:
Flaw: