- Level3
- Heritage: Elf
- Culture: Imperial
- Background: Noble
- Destiny: Excellence
- Class: Berserker
- Archetype: Tempest
Stats
- Age: 50
- Size: Medium
- Speed: 30 ft
- Darkvision: 60
- AC: 15
- Resistance: Lightning
- When raging, resist blud, pierce, slash
- HP: 32
- When raging, gain 2 Rage HP per round, max 15
- Rages: 3
- Exertion Pool: 4
- Hit Dice: 3d12
- Proficiency Bonus: +2
- Initiative: +2
Ability Scores:
- Str: 16 (+3)
- Save proficiency
- Dex: 14 (+2)
- Advantage against effects I can see
- Con: 14 (+2)
- Save proficiency
- Int: 8 (-1)
- Wis: 10 (+0)
- Cha: 12 (+1)
Features
- Heritage: Elf
- Fey Ancestry
- Expertise on saves vs charmed
- Can’t be magically slept
- Trance: 4 hours per long rest, still aware
- Preternatural Awareness
- Prophetic Instincts
- Add Wis to Init
- Can’t be surprised
- Prophetic Instincts
- Fey Ancestry
- Culture: Imperial
- Conscript
- Learned Teachers
- Local healers: reduce hit point max by half as much
- Background: Noble
- High Society: Local nobles know me
- Class: Berserker
- Battle Defense: Juggernaut
- Speed isn’t reduced by heavy armor
- Heavy armor doesn’t count towards weight carried
- Rage (2x, +2 HP, 5 max)
- Advantage on Strength checks and saves
- Gain Rage HP at start of round
- Resistance to bludg, pierce, slashing
- No benefit from temp HP
- Cannot Fall Back
- Lasts one minute
- Combat Maneuvers
- Rapid Current
- Tempered Iron
- Danger Sense
- Combat Maneuvers
- Furious Critical
- DC: 12
- Overbearing Hit: on a critical, push target 15 feet away
- Versatile Exploration
- Warrior Borne
- Fearsome Reputation
- Random people ask me for help and give me bribes
- Fearsome Reputation
- Way of Wrath
- Battle Defense: Juggernaut
- Archetype: Tempest
- Touched By Thunder
- While raging, weapon deals +1d6 lightning or thunder
- Resistance to Lightning
- Touched By Thunder
- Languages
- Common
- Elven
- Dwarven
Skills and Proficiencies
- Skill Proficiencies
- Acrobatics
- Animal handling
- Athletics
- Culture
- History
- Insight
- Intimidation
- Always use Str
- Expertise die
- Perception
- Persuation
- Always use Str
- Stealth
- Other Skills
- Proficiencies
- Armor:
- Light
- Medium
- Heavy
- Shields
- Weapons
- Simple weapons
- Martial weapons
- Tools
- Gaming Set
- Armor:
Talents
- Agile Sprinter
- Mark of the Wilderness
Combat Maneuvers
DC: 13
- Tempered Iron
- Imposing Glare: 1st Degree Tempered Iron Bonus Action
- 1 point
- Choose one hostile within 30 ft
- If it can see me, makes a Cha save or is frightened
- Until end of my next turn
- Charge: 1st Degree Rapid Current Action
- 1 point
- Move 30 feet and make a melee weapon attack
- Can’t take Dash this turn
- Swift Stance: 1st Degree Rapid Current Bonus Action (stance)
- Increase speed by 5 ft
Attacks
- Greataxe: att +5, 1d12+3 slashing
- Raging: +1d6 lightning or thunder
- Shortbow: att +4, 1d6+2 piercing, 80/320
Equipment
- 53 GP
- Fine clothes
- Signet ring
- Letter of introduction
- Greataxe (1d12)
- Shortbow
- 20 arrows
- Chain shirt (AC 13+dex max 2)
- Explorer’s pack
- backpack
- bedroll
- mess tin
- tinderbox
- 10 torches
- 10 Supply
- waterskin
- 50 feet of hempen rope
knife (copper handle) “yarn for the spider”