Jump to content

Modri!!!


Peacemonger

Recommended Posts

 

   Modri!!!

        Wild-soul, Death-mocker, Goat-foe

           

spacer.png

        "Mmmmmoooooooodreeeeee! Ahahahaha!" -Typical Modri battlecry 

        
BARBARIAN 4/SORCERER 4 (GESTALT)

Medium humanoid male (Hill Dwarf), chaotic good


Armor Class 21 

Hit Points 62
Speed 25' ft.


Senses Darkvision 60'

Languages Common, Dwarvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 17 (+3)
Save +3* 
Athletics +5**


Dexterity 16 (+3) 
Save +3* 
Acrobatics +3** | Sleight of Hand +3** | Stealth +3**


Constitution 20 (+5)
Save +7* 
No skills associated.


Intelligence 13 (+1)
Save +1* 
Arcana +1** | History +1** | Investigation +1** | Nature +1** | Religion +1**


Wisdom 15 (+2)
Save +2* 
Animal Handling +4** | Insight +2** | Medicine +2** | Perception +4** | Survival +4**


Charisma 16 (+3) 
Save +5* 
Deception +3** | Intimidation +5** | Performance +3 | Persuasion +5** 


Starting Ability Scores:

Str - 17 (15 starting + 2 from ASI) | Dex - 16 (15 starting + 1 from ASI) | Con - 20 (16 starting + 2 from ASI, +1 from ASI, +1 from Feat)

Int - 13 (13 starting) | Wis - 15 (15 starting) | Cha - 16 (16 starting)

* (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Vehicles (Land), Gaming Set (Cards)
  • Instruments 
  • Weapons Simple weapons, martial weapons
  • Armors Light armor, medium armor, shields

BARBARIAN CLASS ABILITIES
Proficiencies Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution
Skills: Perception, Survival
 | RageIn 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 DefenseWhile 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 SenseAt 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 AttackStarting 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 PathWild Magic | Magic AwarenessWhen 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 SurgeAlso 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.

Wild Surge
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
 | Primal KnowledgeWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. (Animal Handling) 


SORCERER CLASS ABILITIES

ProficienciesSaving Throws: Charisma
Skills: Intimidation
 | SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
 | Sorcerous OriginWild Magic | Wild Magic SurgeStarting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. | Tides of ChaosStarting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
 | Font of MagicAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 | MetamagicAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
 | ASI+2 Str, +1 Con, War Caster Feat


ASI+2 Con, +1 Dex | DarkvisionAccustomed 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 ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingReplaced by Durable Feat | Tool ProficiencyTBD | StonecunningWhenever 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. | LanguagesYou 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. | Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.


FEATS

Tough (Level 1)Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. | Durable (Replaces Dwarven Combat Training)Hardy and resilient, you gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20.

When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
 | War Caster (Level 4)You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 

WEAPONS

WEAPONS

  • Dragon's Wrath Battleaxe - +6 to attack, 1d8+4 slashing & 1d6 psychic damage, 5 psychic to enemies w/in 5' of target on a 20 to hit

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd)

  • Sorcerer - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 5

CANTRIPS (Sorcerer)

Fire Bolt | Light | Mage Hand | Message | Minor Illusion


FIRST LEVEL (Sorcerer)

Burning Hands | Feather Fall 


SECOND LEVEL (Sorcerer)

Alter Self | See Invisibility | Vortex Warp

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (58.54 lbs.)

  • Weight: 548.54 lbs. / 255 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.04)

Copper: 0 | Silver: 8  | Gold: 12 | Platinum: 0

( Coins 20 x .02 lbs. = 0.4 lbs. Total Weight)


EQUIPEMENT READIED (15)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (10) Shield +1 - 6lbs | Traveler's Clothers - 4lbs. 
  • Weapons (4) Dragon's Wrath Battleaxe - 4 lbs. 
  • Readied Items (1) Arcane Focus (Crystal) - 1 lb. | Dragons Bony Talon hanging from a Plain Leather Necklace - 0 lbs.

EQUIPMENT STORED (42.5)

Stored items can be retrieved with an action.

  • In Backpack (32.5) Backpack - 5 lbs. | Calligrapher's Tools - 5 lbs. | Playing Cards - 0 lbs. | Rations (10 days) - 20 lbs. | Alchemist's Fire - 2 lbs. | Potion of Healing - .5 lbs.
  • Strapped to Backpack (10) Waterskin - 5 lbs. | Insignia of Rank - 0 lbs. | Rope (Silk, 50') - 5 lbs. | Petrified Mouse - 0 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home

INITIAL EQUIPMENT COSTS

  • Starting Wealth: 40 gold (rolled) + 100 gold (character gen) + 10 gold (background)

 

  • Magic Items: Dragon's Wrath Battleaxe (Rare), Shield + 1 (Uncommon), Masquerade Tattoo (Common), Tankard of Plenty (Common)
  • Background Items & Trinkets: Traveler's Clothes, Insignia of Rank, Gaming Set (Playing Cards), Pouch, Petrified Mouse, Dragon's Bony Talon Hanging from a Plain Leather Necklace 
  • Purchased Items: Backpack (2 gold), Calligrapher's Supplies (10 gold), Waterskin (2 silver), Rope (10 gold), 10 Days Rations (5 gold), Alchemist's Fire (50 gold), Arcane Focus Crystal (10 gold), Potion of Healing (50 gold): 137.2 total, 12.8 remaining

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Shield +1+! AC (Attunement not required) | Tankard of PlentyThis golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word (“Illefarn”) while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day.


ATTUNED (2/3)

Dragon's Wrath Battleaxe (Deep Dragon)Source: Fizban's Treasury of Dragons

Weapon (Any), Rarity Varies (Requires Attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.

Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.

Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
 | Masquerade TattooWondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

 

DESCRIPTION

Age - 50 | Height - 4'4"  | Weight - 175 lbs.  | Hair - Burnt Orange Mohawk and Beard | Eyes - Pale Green | Complexion - Fair and Tanned


At first glance Modri appears to hold many of the common traits associated with Dwarf kind. Short, broad, muscular, with extra attention given to his beard, he could blend into a crowd of his own people... if he ever wanted to. At closer look it's the eyes that give him a way, there's a shine to them that's bright and mad, a man who simply sees the world differently than common folk. Death is not an end but instead a constant companion, the rules of nature are meant to be broken, a few too many kicks in the head by goats... these are what the most intuitive will find out about his inner nature if they look into his pale green eyes.

 

Then it's the tattoo, constantly moving and changing, it's an extension of Modri's communication, a way for him to emphasize laughter, anger, or even to illustrate his point if a quick minor illusion isn't enough to do the trick. Tattoos aren't unheard of among Dwarves, neither are magical ones, but Modri takes great liberties with his Masquerade Tattoo, willing to paint himself all shades, stripes, and patterns for the occasion. 

 

Then it's the muscle and scar tissue. Indeed, Modri is strong like many of his kind, but it's only up close that one can see that he's a built of even sterner stuff than most. His is the body of one who's known injury and danger, his strength built up from hard work rather than formal training. Yet, it's not the build of a laborer, but one who's dealt with falls, kicks, burns, slashes, and worse. Normally however it's wrapped up in fairly unassuming clothes, his outfits one area he sees little reason to stand out.

 

Modri is loud, abrasive, and free-spirited. He takes as well as he gives, feeling no one aught to take themselves too seriously. It shows in his loud laugh, loud jibes, and loud declarations. It's not that he always shouts, he can whisper just fine, he just feels it's more honest when everyone around can hear exactly what you're saying. He walks with confidence, drinks with the best of them, and is prone to wink at things to show his approval, it's more often than not he'll be heard before he's seen.

 

PERSONALITY
  • Personality Traits: Gregarious, temperamental, boisterous, and a half-dozen screws loose in the head
  • Ideals: Live big, live well, laugh at the problems life throws your way
  • Bonds: His strength and fortitude, his connection to chaos, whoever is around him
  • Flaws: Reckless, lacks sensitivity, can't get in over his head

When he was rejected by the woman he loved, Modri laughed (and cried too, but mostly laughed). When he was kicked by a giant goat down a mountainside breaking a leg and an arm, his first words were, "Yeh didn't break me neck!" Modri faces adversity with a defiant optimism and gallows humor. In some ways he's much like his kin, loves to drink, loves to put his back into his work, has a sense of pride... though one more uniquely his. In other ways, he's clearly off.

 

Whatever is in his blood, whatever forces of nature or beyond had touched him, he may smile at times of calm or peace, but is truly in his element when chaos is abound. It's not that he'll cause chaos intentionally, but that when it finds him as it often does, he'll accept it wholly. Even knowing his gifts can hurt him, he holds faith that he'll survive... or he'll not and that's all right. He no longer questions the strange happenings around him, and feels he's good to go along for the ride whether it's meeting a Flumph, losing his hair for a day, or blowing himself up with a fireball. 

 

Still, many think he's a simpleton, and it's far from the truth. He simply holds a philosophy that tells him that tomorrow is uncertain so just live for the present, the here and now. In times, it's the decisiveness that's needed, though perhaps it's also why he's never led anyone. He's better as a doer than a planner.

 

Given his own oddities, he's quick to accept others for their own eccentricities, and if anything, likes the weird ones most. Those are the ones he'll share his drinks with when given the choice, those whom he'll share an extra kind word, perhaps even share a little of who he beyond what he shows on his sleeve. Easy to laugh, easy to be the first to try something, he reaches high not for any lofty ambition but simply because he can.

 

BACKGROUND

Mercenary Veteran
Source SCAG


Feature: ProficienciesSkill Proficiencies: Athletics, Persuasion
Tool Proficiencies: One type of gaming set, vehicles (land)
Languages: None
 | Mercenary LifeYou know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feasthalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.


BACKSTORY

Modri was born a bastard child to a poor woman and some drifter who disappeared before he was born. Without any coin or proper lineage, there were limited options for Modri though if this bothered the young Dwarf he never showed it. A bit rough around the edges, it was hard to get himself apprenticed to any honorable trade or get help in becoming a guard or soldier. Eventually, he found himself a stable hand to an outfit of mercenaries who hired themselves across the city to the wealthier families and individuals who needed some temporary muscle. In the stables were giant goats, the group's trademark mount, and Modri's terror. There was just something about him they didn't like and they'd headbutt him, and kick him, and gouge him, and bite him, and trample him... the list goes on. He took it all in stride, even when he was kicked down a cliffside, even after a headbutt came just minutes after he was rejected by the Dwarven lass he'd taken fancy to. 

 

It made him tough as iron, figuratively and literally. As he began to go out as one of the hired mercenaries himself, his true nature began to spill out. Strange things happened around him, which often as not caused only more battering and bruising to the young Dwarf. Still, he embraced this change and worked to better understand and harness the wild magic about him.

 

His mother passed on an extended post on the other side of the city. By then he'd made enough to give her a small home, but even then there was nothing of value left. Even her pet mouse, trapped without anyone to feed it, was mummified during an unusually hot and dry month. He kept the mouse as his only remembrance. He made friends with the mercenary captain, an older Dwarf woman who'd had an even harder upbringing than him, and to Modri she gave him his prized necklace with the talon of a Deep Dragon she'd helped slay years ago alongside the King's soldiers. 

 

His reputation grew both in brawls and taverns and both at the same time. Even by Dwarf standards, Modri could handle his drink, and could take a punch or even twenty. Easily overlooked by warriors more flashy, or more noble, or more ambitious, it slowly began to dawn on people that maybe loud, death-mocking Modri might just have some real potential...

 

When chosen for the Outlands, seeing his prized necklace, his was given his axe that too was claimed in the fight against the Deep Dragon. He was provided a magic shield which he had the Dwarven rune inscribed to "dare" any challengers. A tankard to keep his drink and a trip to a renown magical tattoo artist were all he needed to get ready and be the Dwarf adventurer he now realized he could be.  

 

Edited by Peacemonger (see edit history)
Name
Ability Scores
SyntaxError: Unexpected token scores
ability scores
Ability Scores
15,10,13,15,11,17
repeat(drop(reroll(4d6,2,below),lowest,1),6) 5,2,4,6,1,1,3,3,3,3,1,4,3,4,3,6,3,2,6,2,6,3,4,1,3,4,3,2,6,2,6,4,5
Ability Scores (2)
15,15,16,15,13,16
repeat(drop(reroll(4d6,2,below),lowest,1),6) 1,6,5,1,2,4,4,4,6,5,1,4,5,1,5,1,1,6,2,2,3,1,4,5,1,4,6,5,2,5,3,2,1,3,1,2,6,3,6,4
Starting Gold (Sorcerer)
40
3d4*10 2,1,1
First Trinket
95
1d100 95
Second Trinket
28
1d100 28
Hit Points (Levels 2-4)
42
3d12+24 1,11,6
Link to comment
Share on other sites

  

Modri! - Dwarf Wild Magic Barbarian & Sorcererspacer.png


AC: 21 | HP: 62/62 | Initiative: +3 | Passive Perception: 14


Post goes here.

"Speech"

thoughts in italics

 

(Picture should link to your character thread or character sheet, whichever you are keeping updated.)



Mechanics

Main Hand: Dragon's Wrath Battleaxe
Off Hand: Shield +!


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.


HD: 4/4d12 (min. 10)

Rage: 3/3

Magic Awareness: 2/2

Spells: First 4/4 | Second: 3/3

Sorcery Points: 4/4

Tides of Chaos: 1/1

     

 

 

@The Vermicious Knid: Think I'm ready for a review. Happy to tweak or change things as needed. Need a thumbs up for the following magic items, or I can look for alternatives: Dragon's Wrath Weapon (Rare version, Deep Dragon, Battleaxe), Masquerade Tattoo, and Tankard of Plenty      
Link to comment
Share on other sites

×
×
  • Create New...