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Gamma Dullen

Level 2 Warforged Neutral Barbarian
(Outlander)
/ 30 HP

Afraid of people, but not animals. Struggles to understand organic lifeforms needs


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Catchphrase

Storytelled by TechnoNomadic
Played by
taknoverme

Gama Dùllèn

Barbarian 2 Class & Level
Outlander Background
Warforged Race
Neutral Alignment

Strength 16
+3
Dexterity 14
+2
constitution 16
+3
intelligence 8
-1
wisdom 10
+0
charisma 8
-1
Total Hit Dice 2
Hit Die
1d12+3
+2 proficiency bonus
+5 Strength
+2 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
-1 Arcana
+5 Athletics
-1 Deception
-1 History
+0 Insight
-1 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+2 Perception
-1 Performance
-1 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 
16
Armor Class
30
Hit Points
+2
Initiative
30
Speed
Greataxe 1d20+5 1d12+3
Handaxe 1d20+4 1d6+2
Javelin 1d20+4 1d6+2
Attacks
Violin, Common, Elvish
Proficiences
backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp rope,
Travelers, clothes, Belt pouch,
Equipment
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. I'm driven by a wanderlust that led me away from home.
Personality Traits
Nature: The natural world is more important than all the constructs of civilization. (Neutral)
Ideals
I am the last of my tribe, and it is up to me to ensure their names enter legend.
Bonds
I am slow to trust members of other races, tribes, and societies.
Flaws
I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Features & Traits

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Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con mod
Hit Points at Higher Levels: 7 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Overview & Creation

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.


Class Features

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.


Starting Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins


Subclass Options

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, the Path of the Battlerager (SCAG, Dwarves only), the Path of the Totem Warrior (SCAG), the Path of the Ancestral Guardian (Xan), the Path of the Storm Herald (Xan), or the Path of the Zealot (Xan).

Statblocks for your familiars, mounts etc.

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Statblocks for your spells.

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The major events and journals in Gamma's history, from the beginning to today.

The list of amazing people following the adventures of Gamma.

@ L-13

Played by
taknoverme