Initiate of Flame

Khaz Dourblade's page

549 posts. Alias of Grumbaki.


Race

HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith)

Classes/Levels

Barbarian (4)

Gender

CAMPAIGN COMPLETE

Languages

Common, Dwarven, Orc, Underdark

Occupation

Saves:

Strength 6
Dexterity 2
Constitution 6
Intelligence -1
Wisdom 0
Charisma -1

About Khaz Dourblade

Str (18) Dex (14) Con (18) Int (8) Wis (10) Cha (8)
Lvl 1 HP: 12+4=16
Lvl 2 HP: 10+4=14
Lvl 3 HP: 12+4=16
Lvl 4 HP: 12+4=16

Combat
* To Hit: +6
* Blunt Damage: 1d8+4 (+2 rage)
* Radiant Damage: 1d6+2

Equipment
* Hand Crossbow
* Shortsword
* Shield (With symbol of hammer and anvil)
* Silver Warhammer
* Obsidian Battleaxe
* Explorer's Pack (Backpack, Bedroll, Mess kit, Tinderbox, 10 Torches, 10 days of rations, Water skin)
* Climbers Kit 12 lbs
* 168 gold

Race Mountain Dwarf
* Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
* Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: Smith Tools
* Stone-cunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Background Feldrun Honor Debt
Born to a wandering dwarven adventurer, Khaz was once known as Khaz the Clanless. He joined the Feldrun dwarves as a Mercenary, but to his surprise he found with them a sense of belonging that had been missing his entire life. He was also given the name ‘Dourblade’ due to his underdark exploits. Eventually he renounced his role as a mercenary, and swore an honor debt so that he might join the clan. Life was good...until he was captured by the Drow.
* Background Skills: Intimidate, Insight
* Class Skills: Perception, Survival
* Background Languages: Orc, Underdark
* Optional Feature: Deep Delver
You have a knack for making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You’re also well acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark, as long as sustenance is available in the area.
* Bond: What little you know about the Underdark, you learned from living and fighting alongside the Feldrun clan of dwarves. You swore an honor debt to the clan before they joined the forces retaking Gauntlgrym and established themselves there.

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.

Runic Tattoos: 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.

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.

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.

Path of the Zealot
* Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. Clangeddin’s Blessings are upon him!

Divine Fury
* Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is radiant.

Warrior of the Gods
* At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

[spoiler=Level Plan]
Lvls 1-5: Barbarian (Path of the Zealot)
Lvls 6-15: Rogue (Arcane Trickster)
- 3d6 sneak attack
- Mage Hand, Prestidigitation, Acid Splash
Lvls 16-20: Fighter (Champion)
- +2 damage one handed weapon
- Action Surge
- Increased critical threat range