Grognak
Il ghiaccio ha forgiato il tuo corpo : +1 Constitution
Le montagne sono una terra dura e solo i più abili riescono a sopravvivere: SKill proficiency - Survival
Abitante della pianura
L'influenza nanica e le ricchezze della terra ti hanno reso resistente: +10 Max hitpoints
Skill proficiency: Athletics
Size: Medium
Ability Score Increase: +2 Con
Feat: Tought: Your hit point maximum increases by an amount equal to twice your level then by +2 at each level.
Proficiency: Martial.
Languages: Common and one other language that you and your DM agree is appropriate for your character.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Nature, Perception.
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.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of Wild Magic
Magic Awareness
3rd-level Path of Wild Magic feature
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
3rd-level Path of Wild Magic feature
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.
Ability Score Improvement: +2 Dex
Proficiences