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character:gorescale:stats [2026/04/10 09:56] – [Barbarian Introduction] Cindercharacter:gorescale:stats [2026/04/10 10:28] (current) – [Barbarian Introduction] Cinder
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 | lv 16 | 5 ^ +4 | 4 | | lv 16 | 5 ^ +4 | 4 |
 | lv 17 ^ 6 | +4 | 4 | | lv 17 ^ 6 | +4 | 4 |
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 </WRAP> </WRAP>
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Danger Sense** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. \\  
 +You have __Advantage__ on __Dexterity saving throws__ unless you have the __Incapacitated condition__. 
 + 
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Reckless Attack** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +You can throw aside all concern for defense to attack with increased ferocity. \\  
 +When you make your first __attack roll__ on your turn, you can decide to attack recklessly. Doing so gives you __Advantage__ on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
 </WRAP> </WRAP>
  
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Brute Strenght** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +You are relentless in battle, filled with a bloodlust and rage of the Old Gods. \\  
 +You are proficient with __improvised weapons__. Your unarmed strike and attacks with any melee weapons or improvised weapons that aren’t light deal damage equal to (1 D12 plus your Strength modifier). \\ 
 +While you are raging, you gain the following benefits:  
 +  *All melee weapons you wield that aren’t light gain the heavy and thrown properties, including improvised weapons. A weapon which doesn’t specify a thrown range gains a range of 30/60 while you are wielding it.  
 +  *Once on your turn when you hit a creature within 5 feet of you with a melee weapon attack, you can try to grapple or shove that creature as part of the same attack.  
 +  *If your size is Small, you don’t have disadvantage on attack rolls when wielding a heavy weapon. 
 + 
 +**Imbued by the Gods** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +Your natural strength is amplified, and the gods you worship bestow upon you inhuman capabilities:  
 +  *You gain proficiency in Intimidation if you don’t already have it, and add twice your proficiency bonus to Intimidation checks.  
 +  *You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your long jump and high jump are doubled.
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 <WRAP half column > <WRAP half column >
-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Primal Knowledge** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1. 
 + 
 +In addition, while your **Rage** is active, you can channel primal power when you attempt certain tasks; \\  
 +whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
 </WRAP> </WRAP>
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Feat: NAME** ++[?] | //CONTENT SOURCE// ++ \\
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Extra Attack** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +You can attack twice instead of once whenever you take the Attack action on your turn.
 </WRAP> </WRAP>
  
 <WRAP half column > <WRAP half column >
-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Fast Movement** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +Your speed increases by 10 feet while you aren't wearing Heavy armor.
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Adaptable Combatant** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +You gain a climb speed equal to your walking speed. \\  
 +Additionally, your ability to grab enemies and turn anything into a weapon grows stronger. You gain the following benefits: 
 +  *You can try to grapple or shove a creature up to two size categories larger than you.  
 +  *Your speed is no longer halved when you try to move a creature you’re grappling.  
 +  *Your unarmed strikes and attacks with improvised weapons count as magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing damage.  
 +  *You can treat a creature you are grappling as an improvised weapon. When you hit another target using a grappled creature as an improvised weapon, the grappled creature takes damage equal to your Strength modifier plus your proficiency bonus. \\ When you use a creature as an improvised weapon, thrown attacks made with it have a range of 10/20 feet.
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Sturdy Build** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +Whenever you enter your rage or willingly end your rage on your turn, you can expend Hit Dice and regain hit points as if you had finished a short rest.
 </WRAP> </WRAP>
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Feral Instinct** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +Your instincts are so honed that you have Advantage on Initiative rolls.
 </WRAP> </WRAP>
  
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-**SKILL** ++[?] | //CONTENT SOURCE// ++ \\+**Instinctive Pounce** ++[?] | //CONTENT SOURCE// ++ \\ 
 + 
 +As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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