Worshipper of Torag

Nezter "Spleenripper"'s page

412 posts. Organized Play character for Edelsmirge.


Full Name

Nezter "the Spleenripper"

Race

Dwarf (mountain)

Classes/Levels

Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Gender

Male

Size

medium

Age

30

Special Abilities

See below

Alignment

N

Strength 17
Dexterity 14
Constitution 16
Intelligence 19
Wisdom 10
Charisma 10

About Nezter "Spleenripper"

5th level: extra attack

Feat: Great Weapon Master

Magic item: +1 Great Axe

Racial Traits:

Spoiler:

Ability Score Increase
Your Constitution score increases by 2.
Age
Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
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's tools, brewer's supplies, or mason's tools.
Stonecunning
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.
Mountain Dwarf Traits
Ability Score Increase
Your Strength score increases by 2.
Dwarven Armor Training
You have proficiency with light and medium armor

Barbarian
As a Barbarian, you gain the following class features:

Hit Points
Hit Dice: 1d12 per Barbarian level
Hit Points at 1st level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiencies
Armor: Light Armor, Medium Armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Animal Handling, Athletics, Survival, Perception

Equipment
You start with the following Equipment, in addition to the Equipment granted by your background:
(a) a Greataxe +1
(a) An explorer’s pack and four javelins

2 healing potions
a nice tent with a water proof tarp making it a six person tent, six cots, six blankets, sleeping bag, two water skins and fill them, two weeks rations along with a 100 feet of rope with a grapple.
Ice crampons, bag of tricks, grey
10 javelins, fur covered winter travellers clothing and boots for cold weather with fur covered cloak.

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 +2 bonus to the damage roll. This bonus increases as you level.

• 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 maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

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.

Reckless Attack:

Starting at 2nd level, you can throw aside all concern for defence 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.

Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the 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 of the target’s attacks.

Folk Hero:

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools-cart (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

Defining Event
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

Headband of Intellect:
(8 int normally)
Wondrous item, uncommon (requires attunement)
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.

Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it.

Module Name: DDEP 10-01: Terror in Ten Towns
Date: 07/03/2021
DM: Noel Mock DCI 6203763429
Level gained? Yes
Gold: 80 go
DT: 10

Module Name: Dungeon Craft 1-04: We’d like to make a return, please.
Date: 10/27/2021
DM: Brad Mason DCI
Level gained? Yes
Gold: 80 go
DT: 10