Character
    Currency
    • d4
    • d6
    • d8
    • d10
    • d12
    • d20
    Flubber
    • Barbarian 13
    • Background
    • Player Name Austin
    • Race Plasmoid
    • Alignment Neutral Chaos
    • Experience Points
    Character
    Abilities
    Guides
    Notes
    • Frenzy

      Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

    • Mindless Rage

      Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

    • Intimidating Presence

      Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

      You can frighten an enemy as an action (DC = 8 + proficiency bonus + Charisma modifier).

      If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

    • Retaliation

      Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

    • 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.

    • 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.

    • Relentless Rage

      • When you drop to 0 hit points while raging, you can make a DC 10 Constitution saving throw to drop to 1 HP instead.
      • Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 after a short or long rest.
    • Brutal Critical

      At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    • +3 Proficiency (strength)

      4 Rages
       

      +2 +2 on level 8 Rage Damage
      Potion of Strength +5

      +15 on roll

      D10 and Damage is +12

      Pixie Dust

      AC +2

      Worth 500 gold pieces - Traveling hole punch. 5ft hole in any structure or surface. If I roll a 1, I open up a dimension to another plane

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    Initiative
    Speed
    Failures
    Successes
    Equipment
    • Battle Axe

      1 D8 Slashing
      1 D10 Versitable

    • 2 Hand Axes 

      1 D6

    • Padded Armor

      1 D6

    • Damage Battle Axe

      +2 Damage

    • Javelin Of Lightning

      Damage: from the javelin plus 4d6 lightning damage
      Damage Type: Piercing
      Properties: Range, Thrown
      Range: 30/120
      Weight: 2

      120 ft long. Evrey creature that is in the path needs to make a DC 13 saving throw. Evreyone who fails take 4 D6 of lightning damage. On a save, half as much

      minium damage is 3 D6

      Becomes a lightning bolt

      This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

      The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

       

      Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

      Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 

      Damage: 1d6
      Damage Type: Piercing
      Properties: Range, Thrown
      Range: 30/120
      Weight: 2

    • Mace of Terror

      This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

      The mace regains 1d3 expended charges daily at dawn.

       

      Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.


      This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

      Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

       

      Notes: Frightened, Damage, Control, Debuff, Combat, Sap

    • Vorpal Sword

      Weapon (any sword that deals slashing damage), legendary (requires attunement)

      You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

      When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

       

      Applicable Weapons:

      Name Type Damage Properties
       Greatsword Martial Melee 2d6 + 3 slashing Heavytwo-handed
        Longsword Martial Melee 1d8 + 3 slashing Versatile (1d10)
        Scimitar Martial Melee 1d6 + 3 slashing Finesselight
    • Ring of the Copycat

      You gain the ability to channel energy from allies to cast spells, even if you normally can't. When an ally within 60 feet of you casts a spell that you normally can't cast and that requires 10 gp or fewer in material components, you may use a reaction to cast that spell. When cast in this way, the spell is cast using your ally's spellcasting ability, spell save DC, and spell attack bonus, as needed. You decide this cloned spell's target, as specified in the spell's description, and the spell originates from you. After you use this ability, your ally can't cast this spell again until they finish a long rest.

    • Dwarven Plate

      Armor (plate, heavy), very rare

      While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

      Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

      Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. 

      AC: 20
      Stealth: Disadvantage
      Weight: 65

    • Skull Helm

      While wearing this skull-shaped helm, you have resistance to cold, poison, and necrotic damage.

      Additionally, while wearing the helm, you can cast Spirit of Death from it without requiring material components. Once you use the helm to cast the spell, the helm can’t cast this spell again until the next dawn.

    Inspiration
    Proficiency Bonus
    Inventory
    Personality
    Ideals
    Bonds
    Flaws