LaughingJack Character in Verum | World Anvil

LaughingJack

The Blood Værmundr

Mental characteristics

Personal history

My race was self-destructing in the civil war so I abandoned my home and the turmoil to live for myself as no one could be trusted.

Gender Identity

Male

Sexuality

Strait
Species
Ethnicity
Birthplace
Idrisil Iles
Children
Gender
Male
Eyes
Ice Blue
Hair
Long, Thick, Brown Hair
Height
6'9"
Weight
450 lbs
Known Languages
Viakin, Giant, Common

LaughingJack

Goliaths Race
Badlands / WW Origin
Scar Seeker 4 Class & Level
Chaotic Neutral Alignment
Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 19
+4
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 11
+0
Total Hit Dice
Hit Die
1d+3
+2 proficiency bonus
+7 Strength
+4 Dexterity
+7 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+0 Insight
+2 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
40
Hit Points
+2
Initiative

Speed
Attacks
Explorer's Pack
Javelins x2
Greataxe
500p
81g
3s
Knoll Great Sword
6days of Gourdo
Ebony Drinking Horn
Equipment
Factionless
Faction
The Mad Man
Stat Array
Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.


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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

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.
Class/Racial Features & Traits

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