Backpack
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Ring of Animal Influence — (magical)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals
Greatsword, +1 — 2d6 Slashing, Heavy, Two-Handed, Graze (magical)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Longsword — 1d8 Slashing, Versatile, Sap
Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Javelin — 1d6 Piercing, Thrown, Slow
Proficiency with a Javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Sling — 1d4 Bludgeoning, Ammunition, Range, Slow
Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
- Armor: Light Armor, Medium Armor
- Weapons: Martial Weapons, Simple Weapons
- Tools: Bagpipes
- Saving Throws: Constitution, Strength
- Skills: Animal Handling, Athletics, Intimidation, Nature, Survival
- Languages: Common, Giant, Orc
Attack with Greatsword, +1 — +6 to hit, 2d6+3 Slashing
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Attack with Longsword — +6 to hit, 1d8+3 Slashing
Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Attack with Javelin — +6 to hit, 1d6+3 Piercing
Proficiency with a Javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Attack with Sling — +5 to hit, 1d4+2 Bludgeoning
Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Stone’s Endurance — As a reaction, reduce damage dealt to you by 1d12 +3 once per short rest.
As a reaction, reduce damage dealt to you by 1d12+3 once per short rest.
Rage — As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can’t cast or concentrate on spells while raging.
Your rage 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 as a bonus action.
Instinctive Pounce — As part of the bonus action you take to enter your rage, you can move up to half your speed.
As part of the bonus action you take to enter your rage, you can move up to half your speed.
Storm Aura: Tundra — 10 ft. aura while raging, each creature of your choice gains 3 temporary HP.
You gain a 10 ft. aura effect when you start your rage and as a bonus action on each of your turns. When this effect is activated, each creature of your choice in your aura gains 3 temporary hit points.
Storm Soul: Tundra - Freeze Water — As an action, you can touch water and turn a 5-ft. cube of it into ice that last for 1 minute.
As an action, you can touch water and turn a 5-ft. cube of it into ice that last for 1 minute.
Rage (Barbarian)
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 (Barbarian)
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 (Barbarian)
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 (Barbarian)
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.
Extra Attack (Barbarian)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement (Barbarian)
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct (Barbarian)
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Storm Aura (Path of the Storm Herald)
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Storm Soul (Path of the Storm Herald)
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. Desert You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. Sea You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Natural Athlete (Goliath)
You have proficiency in the Athletics skill.
Stone’s Endurance (Goliath)
As a reaction, reduce damage dealt to you by 1d12 +3 once per short rest.
Powerful Build (Goliath)
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born (Goliath)
You don't suffer the penalties for being in high altitudes, and have resistance to cold damage.
Backstory
Put backstory here.
Songs
A tribute to his dear friend Kürbis, the gentle goliath who helped Aric escape the yak folk slavers.
A heartfelt ballad honouring Kürbis Kohl, the goliath barbarian who became one of Dustin's closest companions. The song tells of their escape from yak folk slavery and the unbreakable bond forged in adversity.