Xanphina/Player Guide

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Xanphina - Player Guide

Xanphina is a Level 7 Half-Orc Barbarian (Path of the Ancestral Guardian) with the Wildraised Survivor background. Xanphina is a member of the Order of the Gauntlet.

Overview

Role in the Party: Front-Line Tank, Damage Dealer, Ancestral Protector

Core Strengths:

  • Highest HP in party - built to absorb massive damage
  • Rage provides resistance to physical damage (effectively doubles HP vs non-magical attacks)
  • Ancestral Protectors makes first target hit nearly useless vs allies
  • Spirit Shield lets you redirect damage from allies
  • Relentless Endurance lets you survive death once per long rest
  • Multiple weapon options with weapon mastery properties

Core Stats:

  • AC: 18 (Improved Armor of Necrotic Resistance, Breastplate)
  • HP: 82 (Max) - Highest in the party
  • Speed: 40 ft (30 ft base + 10 ft Fast Movement)
  • Initiative: +3 (Advantage due to Feral Instinct)
  • Proficiency Bonus: +3

Ability Scores:

  • STR 18 (+4) | DEX 16 (+3) | CON 14 (+2)
  • INT 10 (+0) | WIS 10 (+0) | CHA 8 (-1)

Saving Throws:

  • Strength: +7
  • Dexterity: +6 (Advantage against dragon breath weapons)
  • Constitution: +5
  • Charisma: +2
  • While Raging: Advantage on Strength saves

Resistances:

  • While Raging: Bludgeoning, Piercing, Slashing, Necrotic (effectively ~164 HP vs physical attacks)
  • Always: Necrotic (from Improved Armor of Necrotic Resistance)

COMBAT - What Can I Do On My Turn?

Main Action Options

Weapon Attacks

Weapon Attack Bonus Avg Damage (Normal) Avg Damage (Raging) Damage Roll Damage Type Range Properties
Garmok's Flail of Restraining +9 14 16 1d8+8 bludgeoning (+1d6 psychic vs restrainable targets) Bludgeoning/Psychic Reach (10 ft) Sap, Reach, +1d6 psychic when restraining
Greataxe, +1 +8 13 15 1d12+7 slashing Slashing Melee Cleave, Heavy, Two-Handed
Greatsword, +1 +8 13 15 2d6+7 slashing Slashing Melee Graze, Heavy, Two-Handed
Handaxe, +1 +8 11 13 1d6+7 slashing Slashing 20/60 ft Vex, Light, Thrown
Corpse Slayer Mace +7 10 12 1d6+6 bludgeoning Bludgeoning Melee Sap, Simple
Crossbow, Heavy +6 8 8* 1d10+3 piercing Piercing 100/400 ft Loading, Two-Handed, Slow, Heavy

*Note: Rage damage bonus (+2) does NOT apply to ranged attacks

Critical Hit Damage (with Savage Attacks)

Weapon Normal Crit With Savage Attacks Average Crit Damage (Raging)
Garmok's Flail 2d8+8 + 2d6 psychic 3d8+8 + 3d6 psychic 34 (if psychic applies)
Greataxe, +1 2d12+7 3d12+7 27
Greatsword, +1 4d6+7 5d6+7 27
Handaxe, +1 2d6+7 3d6+7 20

Offensive Abilities

Ability Effect Resource Cost Notes
Rage +2 damage to melee attacks, resistance to physical damage, advantage on STR checks/saves 4/Long Rest Bonus action to activate, lasts up to 10 minutes
Reckless Attack Gain advantage on all STR-based melee attacks this turn None (enemies get advantage vs you until your next turn) Use when you need to hit, avoid when surrounded
Extra Attack Attack twice when you take Attack action Always active Don't forget your second attack!
Ancestral Protectors First creature you hit while raging has disadvantage on attacks vs allies, allies resist damage from it Always active when raging Lasts until start of your next turn, choose target wisely
Ancestral Enemy (Rank 1) Spirit Shield works on dragons/dragonkin at 60 ft range and deflects extra 2d6 damage from them Always active Bonus vs Tiamat's forces

Weapon Mastery Properties

Weapon Mastery Property Effect When to Use
Greataxe Cleave After hitting, make another attack vs second creature within 5 ft of first (damage = weapon die only, no STR/rage bonus) Fighting multiple enemies in close proximity
Greatsword Graze If attack misses, deal damage = your STR modifier (4) Consistent damage even on miss
Handaxe Vex If you hit, advantage on next attack vs same target before end of your next turn Use first attack with handaxe, second attack with advantage
Garmok's Flail Sap Target has disadvantage on next attack roll before start of your next turn Debuff dangerous enemies
Corpse Slayer Mace Sap Target has disadvantage on next attack roll before start of your next turn Debuff dangerous enemies

Defensive/Tank Abilities

Ability Effect Resource Cost Range Notes
Ancestral Protectors First target you hit has disadvantage on attacks vs allies, allies resist its damage Always active when raging Melee range Mark high-priority targets
Spirit Shield Reduce damage to ally by 2d6 (4d6 vs dragons/dragonkin) Reaction, unlimited while raging 30 ft (60 ft vs dragons) Protect squishy allies
Unarmored Defense AC = 15 + shield bonus (without armor) Always active Self Alternative to armor
Danger Sense Advantage on DEX saves vs effects you can see Always active unless incapacitated Self Better vs fireballs, traps, breath weapons
Rally the Line Ally who can hear you rerolls failed save 3/Long Rest Audible range Order of the Gauntlet Rank 2
Relentless Endurance Drop to 1 HP instead of 0 1/Long Rest Self Half-Orc last stand

Bonus Actions

Ability Effect Resource Cost Notes
Rage (Enter) Activate rage: +2 melee damage, resistance to physical damage, advantage on STR checks/saves 4/Long Rest Lasts up to 10 minutes, ends if you don't attack or take damage
Extend Rage Keep rage active if you haven't attacked or taken damage None Alternative to attacking/taking damage to maintain rage
Instinctive Pounce Move up to half your speed (20 ft) when entering rage Part of Rage activation Use to close distance immediately
Shield of Faith Ally gains +2 AC for 10 minutes (concentration) 1/Long Rest Order of the Gauntlet Rank 1

Reactions

Reaction Trigger Effect Resource Cost Range Notes
Spirit Shield Ally within range takes damage while you're raging Reduce damage by 2d6 (4d6 vs dragons) Unlimited (1 reaction/round) 30 ft (60 ft vs dragons) Save squishies from big hits
Rally the Line Ally within hearing fails a save They reroll the save 3/Long Rest Audible Your words give them strength
Restraining Ward Creature you can see in range attacks or uses ability Spectral chains appear, target makes STR save (DC 15+rage bonus) or restrained 3/Long Rest Unknown range From Garmok's Flail
Opportunity Attack Enemy leaves your reach without Disengaging Make melee weapon attack Unlimited 5 ft (10 ft with reach weapon) Standard reaction

Passive Abilities (Always On)

Ability Effect Notes
Rage Resistance Resistance to bludgeoning, piercing, slashing, necrotic damage Only while raging, effectively doubles HP vs these damage types
Ancestral Protectors First creature hit each turn while raging has disadvantage vs allies and allies resist its damage Mark high-priority targets threatening backline
Feral Instinct Advantage on Initiative rolls Likely to go first in combat
Danger Sense Advantage on DEX saves vs effects you can see Better vs traps, breath weapons, fireballs
Fast Movement +10 ft speed while not wearing heavy armor 40 ft walking speed
Darkvision See in darkness (shades of gray) up to 60 ft Half-Orc racial
Menacing Proficiency in Intimidation Half-Orc racial
Savage Attacks On critical hit, roll one extra weapon die Increases crit damage significantly
Relentless Endurance When reduced to 0 HP, drop to 1 HP instead 1/Long Rest, Half-Orc racial

SOCIAL SITUATIONS

Skill Bonuses

Skill Bonus Notes
Athletics (STR) +7 Best grappler, climber, swimmer in party
Acrobatics (DEX) +6 Balance, tumbling, escaping grapples
Animal Handling (WIS) +3 Calm animals, handle mounts
Perception (WIS) +3 Spot hidden creatures, notice details
Nature (INT) +3 Wilderness knowledge
Survival (WIS) +3 Tracking, foraging, navigation
Stealth (DEX) +3 Sneaking (difficult in medium armor)
Intimidation (CHA) +2 Threatening presence

Passive Scores

  • Passive Perception: 13
  • Passive Insight: 10
  • Passive Investigation: 10

Social Features

  • Menacing: Proficiency in Intimidation (Half-Orc racial)
  • Order of the Gauntlet Member: Authority when dealing with evil, protecting innocents
  • Ancestral Guardian Theme: Can roleplay spiritual wisdom from ancestors
  • Intimidating Presence: Half-Orc size and tusks make you naturally imposing

Languages

  • Common, Dwarvish, Orc

EXPLORATION

Movement & Senses

  • Walking Speed: 40 ft (30 ft base + 10 ft Fast Movement)
  • Darkvision: 60 ft
  • Climbing/Swimming: Athletics +7 makes you the best climber in party

Useful Exploration Abilities

  • Danger Sense: Advantage on DEX saves vs traps and hazards you can see
  • Feral Instinct: Advantage on Initiative (go first in surprise rounds)
  • Rage: Advantage on STR checks (breaking doors, bending bars, moving heavy objects)
  • Relentless Endurance: Survive deadly traps better (1/Long Rest)
  • Fast Movement: Cover more ground quickly
  • Athletics Expertise: Best at climbing, jumping, swimming, grappling

Tools

  • Navigator's Tools: Navigation and map reading

RESOURCE MANAGEMENT

Resource Total Recharges Current Status
Hit Dice (d12) 7 Long Rest Track usage
Rage 4 uses Long Rest Lasts up to 10 minutes each
Reckless Attack Unlimited Always available Choose each turn
Extra Attack Always active - Remember second attack!
Spirit Shield Unlimited (1/round) While raging (reaction) Protect allies liberally
Ancestral Protectors Unlimited Always active when raging First target hit each turn
Rally the Line 3 uses Long Rest Order of the Gauntlet Rank 2
Restraining Ward 3 uses Long Rest From Garmok's Flail
Relentless Endurance 1 use Long Rest Drop to 1 HP instead of 0
Shield of Faith 1 use Long Rest Order of the Gauntlet Rank 1
Staff of Defense (Mage Armor) 1 charge (10 max) Unknown +AC
Staff of Defense (Shield spell) 2 charges (10 max) Unknown +5 AC as reaction
Sending Stones 1 charge Unknown Send message

COMMON TACTICS

Opening Combat (Turn 1)

Standard Opening: 1. Bonus Action: Activate Rage + move up to 20 ft (Instinctive Pounce) 2. Movement: Move remaining distance to reach priority target 3. Action: Attack twice (Extra Attack) with Reckless Attack for advantage 4. First Target Hit: Ancestral Protectors apply automatically - target has disadvantage vs allies

Priority Target Selection:

  • Enemy attacking your squishy allies (Shade, Gootcha, Keyleth)
  • Enemy spellcasters
  • Enemy ranged attackers
  • Boss/high-threat enemies

During Combat - Tank Role

Your Job: Protect Allies

1. Mark Priority Targets: First attack each turn applies Ancestral Protectors

  * Target has disadvantage on attacks vs allies
  * Allies resist damage from that target
  * Effect lasts until start of your next turn

2. Use Spirit Shield Reaction: When ally takes damage

  * Reduce by 2d6 (4d6 vs dragons)
  * 30 ft range (60 ft vs dragons)
  * Save your reaction for big hits on squishies

3. Position Between Enemies and Allies:

  * Stand in front of backline casters
  * Use reach weapon (Garmok's Flail) to control 10 ft radius
  * Block chokepoints

4. Draw Aggro:

  * Ancestral Protectors makes enemies want to attack you (disadvantage vs others)
  * You have resistance + high HP - you can take it
  * Reckless Attack makes you threatening (enemies want to stop you)

During Combat - Damage Dealer

Maximum Damage Output:

1. Rage Active + Reckless Attack:

  * Two attacks per turn with advantage
  * +2 damage per hit from rage
  * ~10% crit chance with advantage (Savage Attacks!)

2. Weapon Choice for Damage:

  * Garmok's Flail: 1d8+8 + 1d6 psychic + 2 rage = 19 avg per hit (10 ft reach)
  * Greataxe +1: 1d12+7 + 2 rage = 15 avg per hit (best crit damage)
  * Greatsword +1: 2d6+7 + 2 rage = 15 avg per hit (consistent, Graze property)

3. Use Weapon Mastery:

  * Cleave (Greataxe): Attack second target if they're within 5 ft
  * Vex (Handaxe): First attack with handaxe, second with advantage
  * Sap (Garmok's Flail): Enemy has disadvantage on next attack

4. Two Attacks with Advantage Per Turn:

  * Turn 1: ~30-34 damage (two hits with advantage)
  * Crit on ~10% of advantage attacks: ~27 damage in one hit

Boss Fight Tactics

Fighting a Single Big Enemy:

1. Turn 1: Rage + Reckless Attack + Approach + Attack twice

  * Mark with Ancestral Protectors (disadvantage vs allies)
  * Use Greataxe for best crit potential

2. Subsequent Turns:

  * Continue Reckless Attack (fewer attacks against you)
  * Keep attacking to maintain rage
  * Use Spirit Shield to protect allies from boss AOE/breath

3. Use Rally the Line:

  * When ally fails important save vs boss ability
  * 3 uses per long rest - use on critical saves

4. Use Restraining Ward:

  * Reaction to restrain boss (STR save DC 15+rage bonus = 17)
  * 3 uses per long rest - save for clutch moments

Multi-Enemy Tactics

Fighting Multiple Enemies:

1. Rage + Position Centrally:

  * Get within reach of multiple enemies
  * Use Garmok's Flail (10 ft reach) to control large area

2. Mark the Biggest Threat:

  * First target hit gets Ancestral Protectors
  * Choose enemy most likely to attack allies

3. Be Careful with Reckless Attack:

  * Multiple enemies = more attacks with advantage against you
  * Consider normal attacks if surrounded by 4+ enemies
  * Use Reckless if you need to drop an enemy quickly

4. Use Weapon Mastery:

  * Cleave: Hit two enemies in one turn if close together
  * Sap: Debuff multiple enemies over multiple turns

5. Use Spirit Shield:

  * Multiple enemies = more ally damage
  * Prioritize protecting low-HP allies

Resource Conservation

When to Rage vs When to Save:

USE Rage When:

  • Combat looks serious (multiple enemies or tough opponent)
  • Allies are in danger
  • You need to close distance quickly (Instinctive Pounce)
  • You're about to take significant damage

SAVE Rage When:

  • Fighting trivial enemies (1-2 weak creatures)
  • Expecting another combat soon
  • You have 1 rage left and unsure if this is the last fight before rest

Rage Tracking (4/Long Rest):

  • Lost Mine of Phandelver typically had 2-4 combats per long rest
  • Rise of Tiamat may have more combat-heavy days
  • Plan to use 1-2 rages per major combat, save 1 for emergencies

When to Use Reckless Attack:

  • Almost always when raging (you resist damage anyway)
  • When you need to hit reliably
  • When fighting 1-3 enemies
  • Avoid when surrounded by 5+ enemies

When to Use Reactions (Priority Order): 1. Spirit Shield: Ally about to drop to 0 HP or taking massive damage 2. Rally the Line: Ally fails save vs deadly effect (petrification, banishment, dominate) 3. Restraining Ward: Boss about to do something devastating 4. Opportunity Attack: Enemy leaving reach (lowest priority)

QUICK REFERENCE

Combat Priority Checklist

Start of Your Turn: 1. □ Is Rage active? If no and combat is serious, activate Rage (bonus action) 2. □ Who is the biggest threat to my allies? (mark with Ancestral Protectors) 3. □ Position: Am I between enemies and squishies? 4. □ Attack twice (don't forget Extra Attack!) 5. □ Use Reckless Attack? (Yes if 1-3 enemies, no if 5+)

Enemy's Turn: 1. □ Is an ally about to take big damage? (Use Spirit Shield reaction) 2. □ Did an ally fail a critical save? (Use Rally the Line reaction) 3. □ Is a boss about to do something devastating? (Use Restraining Ward)

After Combat: 1. □ Did I use Relentless Endurance? (Note: need long rest to recharge) 2. □ How many rages remaining? (Plan for next combat) 3. □ Update HP and resources

Key Numbers to Remember

Attack Bonuses (All Include +4 STR, +3 Prof, +1 Magic):

  • Garmok's Flail: +9 to hit
  • Greataxe/Greatsword/Handaxe +1: +8 to hit
  • Corpse Slayer Mace: +7 to hit (+4 STR, +3 Prof)

Damage per Hit (Raging):

  • Garmok's Flail: 1d8+8 + 1d6 psychic + 2 = ~16-17 avg
  • Greataxe +1: 1d12+7 + 2 = ~15 avg
  • Greatsword +1: 2d6+7 + 2 = ~15 avg
  • Handaxe +1: 1d6+7 + 2 = ~13 avg

Rage Bonuses:

  • +2 damage per melee attack
  • Resistance to bludgeoning, piercing, slashing, necrotic (half damage)
  • Advantage on STR checks and saves

Defensive Numbers:

  • AC: 18 (excellent for barbarian)
  • HP: 82 (highest in party)
  • Effective HP while Raging: ~164 vs physical attacks
  • Spirit Shield: 2d6 (avg 7) damage reduction to allies
  • Spirit Shield vs Dragons: 4d6 (avg 14) damage reduction to allies

Save DCs:

  • Restraining Ward: DC 17 (15 + 2 rage bonus) STR save
  • Shield of Faith: No save (ally buff)

Best Damage Options (Two Attacks Per Turn)

Top 3 Damage Combinations (While Raging with Reckless Attack):

1. Garmok's Flail × 2 (with psychic damage):

  * Attack: +9, Advantage
  * Damage: 2 × (1d8+10 + 1d6 psychic) = ~34 avg damage/turn
  * Bonus: 10 ft reach, Sap debuff

2. Greataxe +1 × 2:

  * Attack: +8, Advantage
  * Damage: 2 × (1d12+9) = ~30 avg damage/turn
  * Bonus: Best crit damage (3d12+9 = ~27 per crit), Cleave for third target

3. Greatsword +1 × 2:

  * Attack: +8, Advantage
  * Damage: 2 × (2d6+9) = ~30 avg damage/turn
  * Bonus: Graze property (deal 4 damage even on miss), consistent damage

Critical Hit Expected Value (with Advantage):

  • ~10% crit chance with advantage
  • Greataxe crit: 3d12+9 = ~27 damage
  • Greatsword crit: 5d6+9 = ~27 damage
  • Garmok's Flail crit: 3d8+10 + 3d6 = ~34 damage (if psychic applies)

Best Tank Options

How to Maximize Enemy Focus on You:

1. Ancestral Protectors: First target hit has disadvantage on attacks vs allies

  * Enemies want to attack you (you're the only one they can hit effectively)

2. Reckless Attack: Enemies have advantage on attacks vs you

  * Makes you a juicy target (easier to hit)

3. High Threat: Deal significant damage each turn

  * Enemies want to stop you from wrecking them

4. Position: Stand between enemies and squishies

  * Block paths to backline

5. Garmok's Flail (Reach): Control 10 ft radius

  * Opportunity attacks on anyone leaving your reach

How to Protect Allies:

1. Mark Priority Targets: First hit each turn applies Ancestral Protectors

  * Choose targets threatening allies
  * Disadvantage + resistance makes allies much safer

2. Spirit Shield Reaction: Reduce damage to allies by 2d6 (4d6 vs dragons)

  * Use on big hits to squishies
  * 30 ft range (60 ft vs dragons) - good coverage

3. Rally the Line: Ally rerolls failed save (3/Long Rest)

  * Save for critical saves (death, domination, petrification)

4. Positioning: Stay between enemies and allies

  * Force enemies to go through you

5. Grappling: Use Athletics +7 to grapple dangerous enemies

  * Rage gives advantage on STR checks (including grapple)
  * Grappled enemies have speed 0 (can't reach allies)

Weapon Selection Guide

Use Garmok's Flail When:

  • You want maximum damage (1d8+10 + 1d6 psychic)
  • You need 10 ft reach to control area
  • You want to debuff enemies (Sap property)
  • Fighting mixed melee and ranged enemies (reach helps)

Use Greataxe +1 When:

  • You want best critical hit damage (3d12+9)
  • Fighting multiple enemies close together (Cleave)
  • Maximum single-target burst damage

Use Greatsword +1 When:

  • You want consistent damage (Graze property = damage even on miss)
  • You're not confident in hitting (Graze provides backup)
  • You want good crit damage with consistency (5d6+9)

Use Handaxe +1 When:

  • You need ranged option (20/60 ft)
  • You want Vex property (advantage on second attack)
  • Fighting at range temporarily

Use Shield When:

  • You're low on HP and need +2 AC
  • Facing many enemies and taking lots of hits
  • Not raging and need defense
  • Use with Corpse Slayer Mace (1d6+6 one-handed)

Status Conditions & Effects

Conditions You Can Inflict:

  • Sap (Garmok's Flail, Corpse Slayer Mace): Target has disadvantage on next attack
  • Disadvantage (Ancestral Protectors): First target hit has disadvantage vs allies
  • Restrained (Restraining Ward): Spectral chains restrain target (3/LR)
  • Grappled: Athletics +7 with advantage while raging - excellent grappler
  • Prone: Shove action with advantage while raging

Conditions You Resist/Avoid:

  • Advantage on Initiative: Feral Instinct (go first, avoid surprise)
  • Advantage on DEX Saves: Danger Sense vs visible effects
  • Advantage on STR Saves: While raging
  • Resistant to Physical Damage: While raging (bludgeoning, piercing, slashing, necrotic)
  • Drop to 1 HP: Relentless Endurance (1/LR) - survive lethal damage

Remember These Critical Things

1. You Attack TWICE Per Turn: Don't forget Extra Attack!

2. Rage Ends If You Don't Attack or Take Damage: Stay aggressive or use bonus action to extend

3. Ancestral Protectors Applies to FIRST Target Hit Each Turn: Choose wisely - mark the biggest threat to allies

4. Spirit Shield is Unlimited (While Raging): Use your reaction every round to protect allies

5. Reckless Attack is a Choice: Evaluate tactical situation each turn

6. You Have the Most HP: You're built to take damage - don't hide in back

7. Feral Instinct = Advantage on Initiative: Tell DM before rolling initiative

8. Savage Attacks on Crits: Roll one extra weapon die on critical hits

9. Relentless Endurance Once Per Long Rest: Track usage carefully

10. You're the Tank: Your job is to protect squishies by marking threats and absorbing/reducing damage

Rage Checklist (Active Benefits)

While Raging, You Have: - □ Resistance to bludgeoning, piercing, slashing, necrotic damage (half damage) - □ +2 bonus to all melee weapon damage rolls - □ Advantage on Strength checks and Strength saving throws - □ Ancestral Protectors active (first target hit each turn marked) - □ Spirit Shield available (reaction to reduce ally damage by 2d6) - □ Cannot maintain Concentration on spells - □ Cannot cast spells

Rage Duration:

  • Lasts up to 10 minutes (enough for most combats)
  • Ends early if you don't attack or take damage on your turn
  • Can use bonus action to extend if needed

Ancestral Protectors Effects (First Target Hit While Raging)

Target Effects (until start of your next turn): - □ Target has disadvantage on attack rolls against anyone except you - □ Your allies have resistance to all damage from that target - □ Applies automatically when you hit - □ Can change target each turn (hit new target = they become marked)

Tactical Notes:

  • Choose targets threatening your squishies (Shade, Gootcha, Keyleth)
  • Ignore targets already in melee with Alexios (he can handle himself)
  • Mark ranged attackers and spellcasters when possible
  • Reapply each turn (lasts until start of your next turn)

Order of the Gauntlet Features

Rank 1 - Defender:

  • Cast Shield of Faith once per long rest
  • +2 AC to ally for 10 minutes (concentration)
  • Use before combat on frontliners

Rank 2 - Justicar:

  • Rally the Line (3/Long Rest)
  • Reaction: Ally rerolls failed save when they can hear you
  • Use on death saves, dominate, petrification, banishment

Common Mistakes to Avoid

1. Forgetting Extra Attack: You get TWO attacks per Attack action - use them both!

2. Forgetting Rage Damage: Add +2 to every melee hit while raging

3. Not Using Spirit Shield: You have unlimited reactions while raging - use them every round to protect allies

4. Forgetting Ancestral Protectors: First target hit is automatically marked - choose priority targets

5. Breaking Rage Early: Make sure to attack or take damage each turn, or use bonus action to extend

6. Using Reckless When Surrounded: 5+ enemies with advantage can shred you - be selective

7. Forgetting Feral Instinct: Announce advantage on Initiative before rolling

8. Not Tracking Relentless Endurance: You only get this once per long rest - mark when used

9. Forgetting Weapon Mastery: Cleave, Graze, Vex, Sap - these add significant value

10. Not Protecting Squishies: Your job is to tank and protect - position accordingly and use Spirit Shield