Brooj
Medium Loxodon Leader of the () adventuring guild , Lawful Neutral
Armor Class 26 (natural armour, bracers of defense)
Hit Points 400
Speed
50ft
Swim: 50ft
Climb: 50ft
Saving Throws Str +15. Con +13
Skills Acrobatics +11, Athletics +15, History +8, Investigation +10, Nature +8, Perception +9, Survival +9.
Damage Resistances Cold
Condition Immunities Blinded, deafened, petrified, stunned, disease, charmed, and frightened
Senses Passive perception 22
Languages Common, Giant, Draconic, Dwarven, Elvish, Abyssal, Infernal
Ideals
When in battle, I become a different person.
Bonds
I am loyal to my friends as long as I respect them.
Flaws
I refused to be forced to fight and will only fight when where and who I choose.
At will: ray of frost
1/day: Storm of Vengeance (regardless of rage)
Powerful Build: Brooj counts as one size larger when determining his carrying capacity and the weight you can push, drag, or lift.
Loxodon Serenity: Brooj has advantage on saving throws against being charmed or frightened.
Natural Armour: When brooj isn't wearing armor, his AC is 12 + his Constitution modifier. He can use his natural armor to determine his AC if the armor he wears would leave him with a lower AC. A shield's benefits apply as normal while he uses his natural armor.
Trunk: Brooj can grasp things with his trunk, and he can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times his Strength score (120lbs). He can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. His trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Keen Smell: Brooj has advantage on Perception, Investigation, and Survival checks that rely on smell.
Great Weapon Fighting: When Brooj rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind: At first level, on Brooj's turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level (20). Once he uses this feature, he must finish a short or long rest before he can use it again.
Action Surge: Starting at second level, on Brooj's turn, he can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again. Starting at 17th level, he can use it twice before a rest, but only once on the same turn.
Indomitable: Beginning at 9th level, Brooj can reroll a saving throw that he fails. If he do so, he must use the new roll, and he can't use this feature again until he finishes a long rest. He can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Brute Force: Starting at 3rd level, whenever Brooj hits with a weapon that he's proficient with and deal damage, the weapon's damage increases by an amount based on his level in this class, as shown on the Brute Bonus Damage table.
Brute Bonus Damage
Fighter Level Damage Increase
3rd 1d4
10th 1d6
16th 1d8
20th 1d10
Brutish Durability: Beginning at 7th level, whenever Brooj makes a saving throw, roll 1d6 and add the die to his saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, he gains the benefits of rolling a 20 on the d20.
Mariner: As long as Brooj is not wearing heavy armor or using a shield, he has a swimming speed and a climbing speed equal to his normal speed, and he gains a +1 bonus to AC.
Devastating Critical: Starting at 15th level, when Brooj scores a critical hit with a weapon attack, he gains a bonus to that weapon's damage roll equal to his level in this class (20)
Swagger: You receive advantage on all charisma checks while you are fighting. You are not slowed by difficult terrain in combat.
Survivor: At 18th level, at the start of each of Brooj's turns in combat, he regain hit points equal to 5 + your Constitution modifier (7). He doesn't gain this benefit if he has 0 hit points or if he has more than half of his hit points left.
Chief Ergroth Stronghand Malukatho’s Girdle: Acts as belt of storm giant strength, bracers of defense, and gives barbarian class features.
Brooj can cast Storm of Vengeance (dc 18)(regardless of rage) once per day
Can’t be charmed or frightened
Gives immunity to disease
While attuned to the item +1 ac
while attuned gain 10ft walking speed.
Can’t be blinded, deafened, petrified, or stunned
While attuned does extra 1d6 of weapon damage type
Ability score +2 (dex) up to 24
Bracers of Defense effect: Brooj gains a +2 bonus to AC if you are wearing no armor and using no Shield.
Belt of Giant Strength effect: sets strength to 29
Boots of Haste: While Brooj wears these boots, he can use a Bonus Action and click the boots' heels together. If he do, he benefits from the effects of the Haste spell for the duration of this effect. If he clicks your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until he finish a Long Rest. Unlike the actual Haste spell, the boots' effect does not require concentration and does not cause lethargy after us
Rage: On his turn, Brooj can enter a rage as a bonus action. While raging, he gains the following benefits if he ain't wearing heavy armor: He has advantage on all Strength checks and Strength saving throws. When he makes a melee weapon attack using Strength, he gains a bonus to the damage roll that increases as he gains levels as a barbarian, as shown in the Rage Damage column of the Barbarian table (4). He has resistance to bludgeoning, piercing, and slashing damage. If he is able to cast spells, he can't cast them or concentrate on them while raging.
Unarmored Defense: While he ain't wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Reckless Attack: Starting at 2nd level, when Brooj make your first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against him are rolled with advantage until the beginning of his next turn.
Danger Sense: At 2nd level, Brooj has advantage on Dexterity saving throws against effects that he can see, such as traps or spells. He do not gain this benefit if he are blinded, deafened, or incapacitated.
Feral Instinct: Brooj has advantage on initiative rolls. Additionally, if he are surprised at the beginning of combat and ain't incapacitated, he can act normally on his first turn, but only he you enters his rage before doing anything else on that turn.
Brutal Critical: Beginning at 9th level, Brooj 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: Starting at 11th level, if Brooj drops to 0 hit points while he's raging and don't die outright, he can make a DC 10 Constitution saving throw. If he succeed, he drop to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Persistent Rage: Beginning at 15th level, Brooj's rage ends early only if he fall unconscious or if he choose to end it.
Indomitable Might: Beginning at 18th level, if his total for a Strength check is less than his Strength score, he can use that score in place of the total.
Primal Champion: Strength and Constitution scores increase by 4. his maximum for those scores is now 24.
Fell Handed: Brooj mastered the handaxe, battleaxe, greataxe, war-hammer, and maul. He gains a +1 bonus to attack rolls he make with the weapon. Whenever he has advantage on a melee attack roll he makes with the weapon and hit, he can knock the target prone if the lower of the two d20 rolls would also hit the target. Whenever he has disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 9) if the attack misses but if the higher of the two d20 rolls would have hit. If he uses the Help action to aid an ally's melee attack while he's wielding the weapon, he knocks the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Great Weapon Master: On Brooj's turn, when he scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
Before he makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack's damage.
Sentinel: When Brooj hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from him even if they take the Disengage action before leaving his reach.When a creature within 5 feet of him makes an attack against a target other than him (and that target doesn't have this feat), he can use his reaction to make a melee weapon attack against the attacking creature.
Alert: Brooj can't be surprised while he is conscious, He gains a +5 bonus to initiative. Other creatures don't gain advantage on attack rolls against him as a result of being unseen by him.
Glacier: Crits on 19/20
Functions as Boots of the winterlands, and a mace of smiting
.Can cast a cantrip (ray of frost)
.gain proficiently in one skill (history)
.Can cast a 6th level spell (Wall of Ice) after cast roll 1d6 if not 6 wait to next day cast
.Resistance to cold damage
.Appearance changes (blue iciest coulored skin)
Frigid Dominance: The icy power gives the ability to once per turn, when an attack made with this weapon hits, you can release icy hell. The target must make a DC 14 Constitution saving throw or be encased in frost for one minute. The target is considered stunned and at the end of each of its turns it can attempt to make the save again.
Sentience.
Glacier is a Lawful Neutral weapon with an int of 8
a wis of 14 and a cha of 18. It has hearing and dark vision out to 120ft.
The weapon can speak, read, and understand common, dwarven, and every language the holder knows.
Personality. Glacier is jolly to a fault even laughing, and making awful ice puns in the heat of battle. Glacier wishes to right any and all wrongs committed, and suggests its holder to do so. If the wielder treats it in a way opposed to this a conflict between the two arises.
Boots of the Winterlands effect: You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Mace of smiting effect: When you roll a 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Reactions
Glacier. Melee Weapon Attack: +18 to hit, reach 5ft. one target. Hit:19 (2d6+12) 2d6+12 bludgeoning damage and 16 (2d6+9) 2d6+9 cold damage.
Javelin. Range Weapon Attack: +13 to hit, reach 30/120ft. one target. Hit:12 (1d6+9) 1d6+9 piercing damage.
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