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Hit Dice: 1d12 per level
Hit Points at 1st level: 12 + Con mod
Hit Points at Higher levels: 1d12 + Con mod per level above 1st.

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two: Insight, Acrobatics

Choose: a greataxe; or any martial melee weapon
Choose: two handaxes; or any simple weapon
An explorer's pack and four javelins

In battle, you fight with a primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits, as long as you aren't wearing heavy armor.
You have advantage on Strength check and Strength saves.
When you make a melee weapon attack using Strength, you gain a +2 to the damage roll. This bonus increase to +3 at 9th level, and +4 at 16th level.
You have resistance to bludgeoning, piercing, and physical damage.
If you can cast spells, you can't cast them or concentrate on them while raging.

You rage lasts 1 minute. It ends early if you are knocked unconscious or if your turn ends without you having attacked a hostile creature or taken any damage since your last turn. You can also end your rage on your turn as a bonus action.
Once you have raged a number of time shown for your barbarian level on the table above, you must finish a long rest before you can rage again.

Unarmored Defense
When you aren't wearing any armor, your Armor Class is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack
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.

All Consuming Rage
Starting at 3rd level, during rage, when you reduce a hostile opponent to 0 hit points, you gain temporary hit points equal your Constitution modifier + your barbarian level (minimum of 1).

Ability Score Improvement or Feat

Tavern Brawler
Increase your Strength by 1, to a maximum of 20.
You are proficient with all improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

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.

Biting Rebuke
At 6th level, while in rage you can make a bite attack as a reaction when struck in melee by an opponent. This attack deals 1d4 + Strength modifier damage, and on a hit the opponent must succeed on a wisdom save DC (8 + Proficiency + Strength Bonus) or be frightened, they may retest at the beginning of their next turn to overcome the frightened condition.

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.

Ability Score Improvement or Feat

Con +2

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Heart of Enemies
Beginning at 10th level, by consuming a heart of a humanoid you have participated in slaying within the past hour, you regain your full hit points as if finishing a long rest. You must finish a long rest to regain use of this feature.


Hit Dice: 1d8 per warlock levei
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: ld8 (or 5) + your Constitution modifier per warlock level after 1st

Class Features
As a warlock, You gain the following class features.

Cantrips Known
lv 1 = 2 Cantrips
lv 4 = 3 Cantrips
lv 10 = 4 Cantrips

Spell SLots
lv 1 = 1 Spell Slot
lv 2 = 2 Spell slots

Spells Known
lv 1 = 2 Spells
lv 2 = 3 Spells
lv 3 = 4 Spells
lv 4 = 5 Spells
lv 5 = 6 Spells
lv 6 = 7 Spells
lv 7 = 8 Spells
lv 8 = 9 Spells
lv 9 = 10 Spells
lv 10 = 10 Spells

Otherworldly Patron Kraken (Vhiloin)
At 1st level, you have struck a bargain with an otherworldly being of your choice: The Archfey, The Fiend, or The Great Old One, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Bonus Cantrip
At first level, you learn the Shape Water and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Shape Water
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shocking Grasp
Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At Higher Levels The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ocean's Embrace
Starting at 1st level, your Patron has given you a measure of its aquatic prowess. You gain a swimming speed equal to your walking speed and can hold your breath up to one hour. You can also cast spells with verbal components and gain darkvision while underwater. You may also apply your charisma bonus instead of your strength bonus to grapple checks. If you choose the * Gifts of the Depths * Eldritch Invocation from Xanathar's Guide to Everything, your swimming speed becomes equal to double your walking speed instead.

Spellcasting Focus
You can use an arcane focus (found in chapler 5) as a spellcasting focus for your warlock spells.

Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet

Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again. if you dismiss the weapon (no action required), or if you die,

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space

Ability Score Improvement or Feat

Prerequisites: Strength 13

You have advantage on attack rolls against creatures you are grappling. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Lightning Whip Pact of the Appendage or Grip of the Master; 5th Level As a Bonus Action, you may charge your pact appendages or tentacles with electricity for one minute. Until the effect ends, your pact appendage and/or tentacle strike damage is increased by 1d6 lightning damage, and any creatures grappled by you take 1d6 lightning damage at the start of each of your turns. Once you use this feature, you may not do so again until you complete a short or long rest.

Grip of the Master
Starting at 6th level, your Patron bestows on you two ten-foot long tentacles that adorn your sholders. You are considered proficient with unarmed strikes using your tentacles and may attack with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per tentacle you have + your charisma modifier. Your tentacles have reach. They deal double damage against objects and structures and may be used to grapple. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armor.

Prerequisite: 12th level, Pact of The Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Ability Score Improvement or Feat

Charisma +1 , Dexterity +1

Master's Form
Kraken Otherworldly Patron, 15th Level
As an action, you may magically assume the form of a Lesser Kraken (see statblock below) once per day. You retain your hit points, charisma, intelligence, wisdom, and traits. You may remain in this form for a number of minutes equal to your Warlock level, or until you end the effect as a bonus action. If you are reduced to zero hitpoints, you return to your normal form and are knocked unconcious.

Lesser Kraken
___ - Armor Class 16 (natural armor)
- Speed 30 ft., swim 60 ft.
Amphibious. You can breathe both water and air.
Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend ten feet of movement to escape from nonmagical restraints or being grappled.
Seige Monster You deal double damage to objects and structures.
Actions Tentacle. *Melee Weapon Attack:* +12 to hit, reach 20 ft., one target. Hit 3d6+8 bludgeoning damage, and the target is grappled. Until this grapple ends, the target is restrained. You have ten tentacles, each of which may grapple one target
Fling. One Medium or smaller object held or creature grappled by you is thrown up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must make a DC 16 dexterity check or take the same damage.
Lightning Storm (Recharge 5-6). You magically create three bolts of lightning, each of which can strike a target you can see within 100 feet. A target must make a DC 16 dexterity saving throw or take 4d10 lightning damage. A successful save halves the damage.
Multiattack (Recharge 6). You make three tentacle attacks, each of which you may replace with one use of Fling.

Storm-Tossed Body
Beginning at 10th level, you gain resistance to lightning and thunder damage, as your frame has been pitched by unruly seas. You also are unaffected by difficult terrain as no fixed feature can match the chaos of the rolling decks that you've traversed.

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