Brekum
Race: Dwarf
Class: Barbarian
Background: Soldier
Alignment: Chaotic Good
Level: 20
24
+7
Strength
● +13 Saving Throws
● +12 Athletics
16
+3
Dexterity
○ +3 Saving Throws
○ +3 Acrobatics
○ +3 Sleight of Hand
○ +3 Stealth
24
+7
Constitution
● +13 Saving Throws
14
+2
Intelligence
○ +2 Saving Throws
○ +2 Arcana
○ +2 History
○ +2 Investigation
○ +2 Nature
○ +2 Religion
14
+2
Wisdom
○ +2 Saving Throws
○ +2 Animal Handling
○ +2 Insight
○ +2 Medicine
● +8 Perception
● +8 Survival
16
+3
Charisma
○ +3 Saving Throws
○ +3 Deception
● +9 Intimidation
○ +3 Performance
○ +3 Persuasion
20
Armor Class
+3
Initiative
35
Speed
Hit Point Maximum: 266
93
Current Hit Points
Attacks
Great Axe
Scorching Ray
Range: 120ft
DC: +6
Damage: 2d6 Fire
○○○/Long Rest
Fireball
Range: 150ft
Hit: Dex. 14
Damage: 8d6 Fire
○○○/Long Rest
Fissure
Range: 50ft
Hit: Dex. 14
Damage: 5d6 Bludgeoning
○/Long Rest
Combat Actions
Intimidating Presence
Frighten a creature that you can see within 30 ft. If it can see and hear you.
Hit: Wis. 17
Bonus Actions
Frenzy Attack
While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Rage
As a bonus action enter a rage for up to 1 minute.
You gain advantage on str. checks and saving throws, +4 melee damage with str. weapons, resistance to bludgeoning, piercing, slashing damage. You can’t cast or concentrate on spells while raging.
Your rage 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 as a bonus action.
●●○○○/Long Rest
Reactions
Retaliation
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Inventory
6,349
Gold
133
Silver
163
Copper
Equipment
Axe of Earth and Fire
Attuned
A dull-brass and flame-red greataxe. Subtly crafted with two spells woven in to it. While wielding it in a rage you emit 6 ft. aura that deals 1d4 fire damage.
Earthquake – Once per long rest you may attack the ground in front of you causing a fissure to erupt in-front of you.
Fireball – Three times per long rest you may have the axehead irrupt into magical flames which you can hurl at your enemies.
Belt of Dwarven Kind
Dwarvish – You know Dwarvish.
Friend of Dwarvenkind – You have adv on cha. checks made to interact with dwarves and duergar.
Toughness – Your con. increases by 2, to a max of 20.
While attuned to the belt, you have a 50% chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.
Ring of Scorching Ray
Attuned
Scorching Ray – Three times per long rest you may cast scorching ray.
Ring of Free Action
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Torc of Restoration
Attuned
This armband of woven gold can be used once a day as a bonus action to remove a condition currently afflicting you or else heal you for 4d4+4 HP. Using this ability expends one daily use of your rage.
Potion of Necrotic Resistance
When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Bag of Holding
Lantern of Revealing
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Boots of the Winterlands
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Senses
Passive Perception: 18
Passive Investigation: 12
Passive Insight: 12
Dark Vision: 60ft
Advantage: Psn. and Dex.
Defenses: Psn. & Fire
Personality Traits
Brekum, through is years, has before more reflective than your average barbarian and a little bit softer spoken. Brekum is very fond of loot. He will see things through to the end for moral reasons, but they usually start for monetary reason.
Ideals
Worships Waukeen. Has build a little shrine in his room in her honor.
Bonds
Outside of his current adventuring company, Brekum has very little else to hold on to.
Flaws
Brekum a binding contract with a tavern in Arcanix to act as their Champion. At any time he may be challenged and instantly teleported to the tavern’s pocket-dimension for a duel to the death.
Features & Traits
Class Features
Unarmored Defense
While not wearing armor, your AC equals 10 + dex. modifier + con. modifier + any shield bonus.
Reckless Attack
When you make your st atk. on your turn, you can decide to atk. recklessly, giving you adv. on melee wpn. atk. rolls using STR during this turn, but atk. rolls against you have adv. until your next turn.
Danger Sense
You have advantage on dex. saving throws against effects that you can see while not blinded, deafened, or incapacitated.
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 ft. while you aren’t wearing heavy armor.
Mindless Rage
You can’t be charmed or frightened while raging.
Feral Instinct
You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
Brutal Critical
You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Relentless Rage
If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead.
The DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.
Indomitable Might
If your total for a str. check is less than your str. score, you can use that score in place of the total.
Species Features
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with mason’s tools.
Stonecutting
Whenever you make an int. (his.) check related to the origin of stonework, you are considered proficient in the his. skill and add double your proficiency bonus to the check.
Dwarven Armor Training
You have proficiency with light and medium armor.
Leave a Reply