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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 == | == Overview == | ||
'''Role in the Party:''' Front-Line Tank, | '''Role in the Party:''' Front-Line Tank, Damage Dealer, Ancestral Protector | ||
'''Core Strengths:''' | '''Core Strengths:''' | ||
* Highest damage | * 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 | ||
* Multiple | * 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? == | == COMBAT - What Can I Do On My Turn? == | ||
=== | === Main Action Options === | ||
==== Weapon Attacks ==== | |||
{| class="wikitable" | |||
! 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) ==== | |||
{| class="wikitable" | |||
! 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 ==== | |||
'''2 | {| class="wikitable" | ||
! 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 ==== | |||
'''4 | {| class="wikitable" | ||
! 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 ==== | |||
{| class="wikitable" | |||
! 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 === | === Bonus Actions === | ||
{| class="wikitable" | |||
! 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 === | === Reactions === | ||
{| class="wikitable" | |||
! 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) === | === Passive Abilities (Always On) === | ||
{| class="wikitable" | |||
! 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 | == SOCIAL SITUATIONS == | ||
=== Skill Bonuses === | |||
''' | {| class="wikitable" | ||
! 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 == | ||
* '''Danger Sense:''' Advantage on | |||
=== 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) | * '''Feral Instinct:''' Advantage on Initiative (go first in surprise rounds) | ||
* '''Relentless Endurance:''' Survive deadly traps better (1/ | * '''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 MANAGEMENT == | ||
{| class="wikitable" | {| class="wikitable" | ||
! Resource !! Total | ! 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) === | ||
* Reckless Attack | '''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 | ||
'''4 | '''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 == | == 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 | ||
[[Category:Player | [[Category:Player Characters]] [[Category:Player Guides]] | ||
[[Category:Player | |||
Latest revision as of 22:40, 23 January 2026
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