Spooky

Welt the Familiar's page

No posts. Alias of BinkyBo.


About Welt the Familiar

Dunly Ironbloom:

Str 16 AC
Dex 16 HP 65
Con 16 BAB
Int 8 Move 35'
Wis 10
Cha 10

Rage 4/4 +2 rage damage

Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must
use the new roll.
Brave. You have advantage on saving throws against
being frightened.
Halfling Nimbleness. You can move through the
space o f any creature that is of a size larger than yours.

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.

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 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.

Ability Score Improvement (+2 Str)
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

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.

Spirit Seeker
Yours is a path that seeks attunement with the natural
world, giving you a kinship with beasts. At 3rd level when
you adopt this path, you gain the ability to cast the beast
sense and speak with animals spells, but only as rituals,
as described in chapter 10.

Path of the Totem Warrior
Eagle. While you're raging and aren’t wearing
heavy armor, other creatures have disadvantage on
opportunity attack rolls against you, and you can use the
Dash action as a bonus action on your turn. The spirit
of the eagle makes you into a predator who can weave
through the fray with ease.

Eagle. You gain the eyesight of an eagle. You can
see up to 1 mile away with no difficulty, able to discern
even fine details as though looking at something no
more than 100 feet away from you. Additionally, dim
light doesn't impose disadvantage on your Wisdom
(Perception) checks.