D&D 5E: Fall of the Feywild - Shadlee

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Shadlee[edit]

Sheet[edit]

  • Barbarian 5
  • XP: 6500
  • Alignment: CG
  • PC
  • Titles/Holdings: none
  • Background: Village Guard
  • Age: 29

Attributes[edit]

  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 10 (+0)

Attribute Bumps: +1 Con, +2 Str, +1 con (L4)

Proficiency Bonus: +3

Skills and Feats[edit]

Proficiencies

  • Athletics +6
  • Insight +4
  • Intimidation +3
  • Perception +4
  • Survival +4
  • Dice set +3

Languages:

  • Dwarven Trade Tongue
  • Human

Feats

  • Alert
    • +5 to initiative
    • Cannot be surprised while conscious
    • Other creatures don't gain advantage on attack rolls as a result of being unseen
  • Tavern Brawler
    • Increase your Strength or Constitution score by 1, to a maximum of 20.
    • You are proficient with improvised weapons.
    • Your unarmed strikes use a d4 for damage.
    • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.

Combat[edit]

  • AC 19
  • HP 55
  • Hit Dice 5d12
  • Movement Rate 30
  • Initiative Modifier +7
  • Attacks (2/round)
    • Primary Melee Attack: Sword/Warhammer +6/1d8+3 slashing/bludgeoning (+2 in rage)
    • Secondary Melee Attack: Unarmed +6/1d4+3
    • Primary Ranged Attack: Longbow +5/1d8+2 piercing

Racial Features[edit]

Darkvision: 60 ft

Alert: as Feat

Relentless Endurance: 1/long rest, drop to 1 HP when an attack would ordinarily drop you to 0 HP

Savage Attacks: When making a critical hit, roll one of the weapon's damage dice and add to the crit result

Blood Mark: 1/short rest, cast Hunter's Mark

Blood Curse: 1/short rest, spend reaction to deliver same amount of damage to the

Background Features[edit]

Proficiencies: Insight, Perception, Dice Set

Language: Human

Class Features[edit]

Rage: 5 minutes/long rest, 1 minute increments. Ends early if knocked unconscious or haven't attacked or taken damage since your last turn. When not wearing heavy armor,

  • Advantage on all strength checks and strength saves
  • Scaling (+2) bonus to Strength-based melee attack damage
  • Resistance to bludgeoning/slashing/piercing damage
  • Cannot cast spells or Concentrate

Unarmored Defense: If not wearing armor, add Con bonus to AC

Reckless Attack: May choose, on a per-turn basis, to take Advantage on all melee attack rolls in a turn, but all attacks against you have advantage until next turn

Danger Sense: advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Ancestral Protectors: While you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Ancestral Communion: You carry a chip of consecrated bone from one of your tribal ancestors. When you select this path, once per long rest you can consult with your ancestor as if with the Speak with Dead spell. Language is not a barrier. The form of communication is psychic.

Extra Attack: you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement: your speed increases by 10 feet while you aren't wearing heavy armor.

Saves:

  • STR +6
  • DEX +2
  • CON +6
  • INT -1
  • WIS +1
  • CHA +0


Equipment[edit]

Weapons

  • Longsword - 1d8 slashing, versatile (d10)
  • Warhammer - 1d8 bashing, versatile (d10)
  • Longbow - 1d8 piercing, Ammunition (150/600), heavy

Armor

  • Half-Plate - 15 + Dex modifier (max 2), Disadvantage stealth
  • Round Shield - +2 AC

Heirloom Item Flask of Loss and Longing - The waters of your tribal lands flow through this flask and vanish again at a constant rate, causing the flask to always seem to be filled only halfway. It never fills up. It can never be drained. Bitter to the taste, it strengthens the spirit with ancestral resolve.

Mechanics - Choose one energy type to be resistant to. This effect lasts until you finish a short or long rest and then may be renewed or changed to a new type.

Additionally, as a bonus action, if you drink from the flask before going into a rage, you gain the insight of the Ancestral Protectors called forth by that rage. In that first turn of action, you see through all of their eyes as well as your own and you cannot miss. Your first attack once the rage begins hits and does full damage, doubling weapon damage as on a crit. Once used, this feature cannot be used again until after you have finished a short or long rest.

Quirk - If shots from the flask are poured into someone else's drink it acts as a powerful alcohol and reduces inhibitions in an effect similar to the Friends cantrips with the same pitfalls of that spell. The flask will sometimes do this independently.

Other Equipment Standard adventurey stuff