====== Overview ====== ^Name |Rashia'gorniarile "Rashin" | ^Race |Dragonborn | ^Background |Soldier | ^Hair |"tastes wierd..." | ^Skin |Golden hues | ^Clothes |Simple, yet elegant | ^Alignment |- | ^Alignment 2 |- | ^Alignment 3 |- | ^Lvl ^Class ^HD ^Class Features ^Rages ^Rage Damage | ^ |Race (Dragonborn) | |Breath Weapon (fire, 15ft cone, 3d6), Dmg Resist (fire)| 2 | +2 | ^ |BG Soldier | |- | 2 | +2 | ^1 |Barbarian |d12 |Unarmored Defense, Rage | 3 | +2 | ^2 |Barbarian |d12 |Reckless Attack, Danger Sense | 3 | +2 | ^3 |Barbarian |d12 |Primal Path (Path of the Berserker) | 2 | +2 | ^4 |Barbarian |d12 |Ability Score Improvement (+1str, +1con) | 2 | +2 | ^5 |Barbarian |d12 |Extra Attack, Fast Movement | 3 | +2 | ^6 |Barbarian |d12 |Path Feature | 4 | +2 | ^7 |Barbarian |d12 |Feral Instinct | 4 | +2 | ====== Attributes ====== ^ ^Total ^Mod ^Save | ^STR |18 |+4 |(Class) | ^DEX |10 |-- |- | ^CON |16 |+3 |(Class) | ^INT | 8 |-1 |- | ^WIS |12 |+1 |- | ^CHA |12 |+1 |- | | \\ __**75/75 HP**__ \\ \\ ||| \\ __**13 AC**__ \\ \\ Base 10 Dex - Unarmored Defence (Con) +3 | ====== Skills ====== ^Skill ^Total ^Attr ^Prof | |**Athletics** ^+7 |+4 (STR) | +3 | |**Acrobatics \\ Sleight of Hand \\ Stealth** ^- \\ - \\ - |- (DEX) | \\ \\ | |**Arcana \\ History \\ Investigation \\ Nature \\ Religion** ^-1 \\ -1 \\ -1 \\ -1 \\ -1 |-1 (INT) | \\ \\ \\ \\ | |**Animal Handling \\ Insight \\ Medicine \\ Perception \\ Survival** ^+1 \\ +1 \\ +1 \\ +4 \\ +4 |+1 (WIS) | \\ \\ \\ +3 \\ +3 \\ | |**Deception \\ Intimidation \\ Performance \\ Persuasion** ^+1 \\ +4 \\ +1 \\ +1 | +1 (CHA) | \\ +3 \\ \\ \\ | |Speaks: Common & Draconic |||| ====== Special stuff ====== **Breath Weapon** You can use your action to exhale destructive energy. Your Draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 12 (8+Con+Prof), A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest. **Draconic Resistance** You have Resistance to fire damage. **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. **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 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. **Primal Path** At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. **Ability Score Improvement** When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. **Extra Attack** Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. **Fast Movement** Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. **Feral Instinct** By 7th level, your instincts are so honed that you have advantage on initiative rolls. 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. **Path of the Berserker** For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. **Frenzy** Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. **Mindless Rage** Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. \\ ==== Misc ==== Weapon profs: Simple weapons, martial weapons ==== Backgrounds and Traits ==== **Soldier** Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: An insignia of rank (Infantry), a trophy taken from a fallen enemy (piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp ==== Personality ==== Rashia'gorniarile, or Rashin as he is also known, is proud of his lineage. His training as a soldier taught him the value of close comrades, he is fiercely loyal to those he designates as brothers in battle. Out of combat he does his best to be composed. Wrath is something to be unleashed when it is unavoidable to paint the road with blood. He sees battle as a necessity, but he tries to end it as fast a possible. When he cuts loose, and enters battle, he revels in the violence with a feral grin.