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Festus Krackleborn

Festus Krackleborn

Bronze Dragonborn Race
+1 STR/+2 STR Cap Origin
Barbarian (Path of Wild Magic) 10 Class & Level
Neutral Evil Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 22
+6
Dexterity 14
+2
constitution 18
+4
intelligence 11
+0
wisdom 10
+0
charisma 11
+0
Total Hit Dice 10
Hit Die
1d12+4
+4 proficiency bonus
+10 Strength
+2 Dexterity
+8 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+0 Arcana
+10 Athletics
+0 Deception
+0 History
+8 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+8 Perception
+0 Performance
+4 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
115
Hit Points
+2
Initiative
40ft
Speed
WeaponHitDamage
Greataxe 1d20+10 1d12+6
Handaxe 1d20+10 1d6+6
Javelin 1d20+10 1d6+6
Attacks
Skills:
Class: Athletics/Perception
Origin: Persuasion
Skill Expert: Insight
Expertise in Perception

Saving Throws: Strength/Constitution

Armor: Light Armor/Medium Armor/Shields

Weapons: Simple Weapons/Martial Weapons

Languages: Common/Draconic
Proficiences
Weapons:
Draconic Shifting Axe
Great Axe - Weapon - Very Rare - Attunement: Dragonborn

Hefting this great weapon might give some moments of fear that this weapon that appears made of a glass-like substance would break but truly it seems more hardened than any metal weapon. Upon the back of the staff there are clear dragon scales that when attuned with a dragonborn color themselves to be the same as the user. The energy coursing through the Dragonborn seems to be continued through into this weapon charged and ready to be released.

Mutable Energy. This weapon is strengthened by the elements that course through the Dragonborn. This weapon deals an additional 1d4 that is typed the same as what the Dragonborn’s Draconic Ancestry.
Focused Exhalation. The center of the staff of this great axe remains hollow though a soft glow of arcane power can be seen from either end. When you use your Breath Weapon you may bring the end of this weapon to your mouth to double the range of it.
Chaos Contained. This weapon seems to be able to channel the chaotic power that rages through you. When you use your Wild Surge ability you may roll twice and pick which of the two that you would like to use.

Greataxe
x2 Handaxes
4 Javelins

Explorer's Pack:
Backpack, bedroll, mess kit, tinderbox, torch (10),rations (10), waterskin, 50ft of hempen rope

Money: 453gp
Equipment
The Mad Man: 15/14/15/11/10/11
Stat Array
Racial Features

ASIs: +2 STR/+1 CON
Draconic Ancestry: Bronze- Lightning- 5 by 30ft Line (Dex Save)
You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Metallic Breath Weapon: At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. When you use this ability, choose one:
• Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
• Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.
Damage Resistance: You have resistance to the damage type associated with your draconic ancestry.


Class Features

Rage: Number of Uses: 4/Damage Bonus: +3
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.

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.

Primal Path: Path of Wild Magic
Magic Awareness: When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge:
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Link to Wild Magic Table

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.

Bolstering Magic: Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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.

Instinctive Pounce:At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

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.

Unstable Backlash: At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.


Feats/ASIs
Level 1 Feat: Fast Recovery:
Through the experience of many battles and injuries you can control and stifle the bleeding you have received. As an action you can spend a hit dice and immediately heal that amount of damage. You can do this a number of times equal to your proficiency modifier per long rest.

Level 4 ASI: +2 STR

Level 5 Feat: Skill Expert:
+1 CON, Proficiency in Insight, Expertise in Perception

Level 8 ASI: +2 STR

Level 10 Feat: Diehard
You gain an additional failure to death saves, you now require 5 instead of 3 to die.
You can add your proficiency to your death saving throws.
+1 to CON, to a max of 20

Class/Racial Features & Traits
Children

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