BLOODER (character)

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]

Proficiency +3 bonus @ 5th level

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)

Powers/Feats

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:

  • 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.

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:

  1. You no longer have damage resistance while raging, and your rage damage bonus applies to thrown weapons as well as melee.
  2. Your first successful attack after raging, instead of applying the rage damage bonus, does additional 1D6 damage for every 2 levels (Rounded up) of barbarian you have.
  3. After raging you gain one point of resilience that can be used during the duration of the rage. If this is not used it is gone at the end of the rage, it will not carry over to another rage.
  4. You cannot be poisoned or diseased while raging. Any poison or Disease you are already affected by is ignored while you are raging.
  5. When your rage ends you may select one target that you stabilize, or heal for a number of hit points equal to your constitution modifier.
  6. If you are already raging you may choose to expend another rage as a reaction. This gives another round of rage without needing to attack or take damage, and is treated as though you have raged again, refreshing your resilience and bonus damage attack.

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:

  1. You can smell the blood of a bonded ally from up to a mile away for up to an hour after it has been spilled.
  2. You gain advantage on Survival, Investigation and Perception rolls when tracking a creature that is wounded whose blood you have smelled at close distance (10 feet). You will never forget the smell of an individual's blood.
  3. If a bonded ally within 1 mile of you is wounded you are immediately aware.

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.

Combat

Tactics/Setup:

Armor: = ARMOR CLASS =

Item Prep:

Magic

Spell SAVE DC = 8 + prof +  =

Spell Attack > prof +  =

Feat –

Cantrip 

1st 

2nd 

3rd 

Equipment

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

History

Description:

Background: Outlander

Personality Trait:

Ideal:

Bond:

Flaw: