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= Xanphina - Player Guide =
= Xanphina - Player Guide =
Xanphina is a '''Level 8 Orc Barbarian (Path of the Ancestral Guardian)''' with the Wildraised Survivor background. Xanphina is a member of the '''Order of the Gauntlet'''.


'''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


== Overview ==
'''Core Strengths:'''
* Highest HP in the party — built to absorb massive damage
* Rage gives resistance to physical (bludgeoning/piercing/slashing) damage — roughly doubles effective HP vs weapons
* Ancestral Protectors makes the first target you hit nearly useless against allies
* Spirit Shield lets you redirect/reduce damage aimed at allies
* Relentless Endurance lets you cheat death once per long rest
* Huge, flexible weapon arsenal with multiple Weapon Mastery properties, plus thrown-weapon tricks


'''Core Stats:'''
'''Core Stats:'''
* '''AC:''' 18 (Light Armor, Medium Armor, Shields)
* '''AC:''' 21 (Dragonguard breastplate + Shield +1 + Cloak of Protection)
* '''HP:''' 82 (Max)
* '''HP:''' 101 (Max) — highest in the party (boosted by the Tough feat)
* '''Speed:''' 40 ft.
* '''Speed:''' 40 ft (30 ft base + 10 ft Fast Movement)
* '''Initiative:''' +3
* '''Initiative:''' +3 (advantage from Feral Instinct)
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3


'''Ability Scores:'''
'''Ability Scores:''' STR 18 (+4) | DEX 17 (+3) | CON 16 (+3) | INT 10 (+0) | WIS 10 (+0) | CHA 8 (−1)
* STR 18 (+4) | DEX 16 (+3) | CON 14 (+2)
 
* INT 10 (+0) | WIS 10 (+0) | CHA 8 (-1)
'''Saving Throws:''' STR '''+8''' | DEX +4 | CON '''+7''' | INT +1 | WIS +1 | CHA +0. ''(Includes +1 to all saves from the Cloak of Protection.)'' Advantage on STR saves while Raging; advantage on DEX saves vs. effects you can see (Danger Sense) and vs. '''dragon breath weapons'''.


'''Saving Throws:'''
'''Resistances:'''
* Strength: +7
* '''While Raging:''' Bludgeoning, Piercing, Slashing (half damage from weapons)
* Dexterity: +6 (Advantage against the breath weapons of creatures that have the dragon type)
* '''Always:''' '''Cold''' (from Boots of the Winterlands)
* Constitution: +5
* Intelligence: +0
* Wisdom: +0
* Charisma: +2


== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==


=== Basic Actions ===
=== Main Action Options ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''


=== Weapon Attacks ===
==== Weapon Attacks ====
* '''Corpse Slayer, Mace:''' +7 to hit, 1d6+6 bludgeoning (Simple, Sap)
 
* '''Crossbow, Heavy:''' +6 to hit, 1d10+3 piercing (Martial, Ammunition, Heavy, Loading, Range, Two-Handed, Slow, Range (100/400))
{| class="wikitable"
* '''Garmok's Flail of Restraining:''' +9 to hit, 1d8+8 bludgeoning (+1d6 Psychic, Martial, Sap, Reach)
! Weapon !! Attack Bonus !! Damage Roll !! Type !! Range !! Properties / Notes
* '''Greataxe, +1:''' +8 to hit, 1d12+7 slashing (Martial, Heavy, Two-Handed, Cleave)
|-
* '''Greatsword, +1:''' +8 to hit, 2d6+7 slashing (Martial, Heavy, Two-Handed, Graze)
| '''Garmok's Flail of Restraining''' || +9 || 1d8+6 (+1d6) || Bludgeoning || Reach 10 ft || Sap; 10/10 charges; grants the Restraining Ward reaction.
* '''Handaxe, +1:''' +8 to hit, 1d6+7 slashing (Simple, Light, Thrown, Vex, Range 20/60)
|-
| '''Greataxe, +1''' || +8 || 1d12+5 || Slashing || Melee || Cleave (Mastery), Heavy, Two-Handed.
|-
| '''Greatsword, +1''' || +8 || 2d6+5 || Slashing || Melee || Graze, Heavy, Two-Handed.
|-
| '''Returning Trident''' || +8 || 1d8+5 (1d10+5 versatile) || Piercing || Thrown 20/60 || Topple (Mastery) — knock prone; flies back to your hand.
|-
| '''Improved Javelin of Lightning''' || +7 || 1d6+4 +4d6 lightning || Piercing/Lightning || Thrown 30/120 || 3/3 charges; big burst.
|-
| '''Javelin, +1''' || +8 || 1d6+5 || Piercing || Thrown 30/120 || Slow.
|-
| '''Maul''' || +7 || 2d6+4 || Bludgeoning || Melee || Topple, Heavy, Two-Handed.
|-
| '''Longsword, +1''' || +8 || 1d8+5 (1d10+5 versatile) || Slashing || Melee || Sap, Versatile.
|-
| '''Warhammer, +1''' || +8 || 1d8+5 (1d10+5 versatile) || Bludgeoning || Melee || Push, Versatile.
|-
| '''Handaxe, +1''' || +8 || 1d6+5 || Slashing || Thrown 20/60 || Vex, Light.
|-
| '''Corpse Slayer Mace''' || +7 || 1d6+4 || Bludgeoning || Melee || Sap, Simple.
|-
| '''Crossbow, Heavy''' || +6 || 1d10+3 || Piercing || 100/400 ft || Loading, Two-Handed, Heavy, Push.
|}
'''Note:''' While Raging you add '''+2''' to melee weapon damage (not to ranged/thrown-at-range attacks). Thanks to the '''Bomber''' feat (Long Shots), throwing at long range imposes no disadvantage, and Far Lobber lets you hurl a vial/flask up to 40 ft.


=== Special Combat Abilities ===
'''*Note:''' Rage damage bonus (+2) does NOT apply to ranged attacks


'''RAGE (CORE BARBARIAN FEATURE):'''
==== Critical Hit Damage ====
* '''Enter Rage (Bonus Action, 4/Long Rest):''' You can take Bonus Action to enter Rage if you aren't wearing Heavy Armor. You can maintain Rage for up to 10 minutes.
* '''While Raging:'''
** You have '''Resistance to Bludgeoning, Piercing, and Slashing Necrotic''' damage
** When you make attack using Strength, gain '''bonus to damage roll''' that increases as you gain levels ('''+2 at Level 7''')
** You have '''Advantage on Strength''' checks and '''Strength saving throws'''
** You '''can't maintain Concentration''' or cast spells


'''Rage lasts until end of your next turn, ending early if you're '''Knocked Unconscious''' or if your turn ends and you haven't attacked hostile creature or taken damage since your last turn. If your Rage is still active, you can extend Rage for duration by doing one of following on subsequent turns:'''
''On a crit you double the weapon dice (you no longer have the old “Savage Attacks” extra die).''
* Make an attack roll against enemy
{| class="wikitable"
* Force enemy to make saving throw
! Weapon !! Crit Dice (Raging) !! Approx. Damage
* Take Bonus Action to extend your Rage
|-
| '''Garmok's Flail''' || 2d8+6 + 2d6 || ~26 (psychic included)
|-
| '''Greataxe, +1''' || 2d12+5 +2 rage || ~22
|-
| '''Greatsword, +1''' || 4d6+5 +2 rage || ~21
|-
| '''Improved Javelin of Lightning''' || 2d6+4 + 8d6 lightning || ~39 (huge, limited charges)
|}


'''Each time you extend your Rage, it lasts until end of your next turn. You can maintain Rage for up to 10 minutes.'''
==== Offensive Abilities ====


'''Rage (Enter):''' 4/Long Rest, 1 Bonus Action
{| 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
|}


=== Ancestral Guardian Features ===
==== Weapon Mastery Properties ====


'''Ancestral Protectors (CRITICAL):'''
{| class="wikitable"
* While raging, '''first creature you hit''' with attack on your turn has '''disadvantage''' on any attack that isn't against you
! Weapon !! Mastery Property !! Effect !! When to Use
* When creature marked by you hits ally who can see in range, that ally has '''resistance''' to damage dealt by attack
|-
* Effect lasts until start of your next turn
| '''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
|}


'''Spirit Shield (Reaction):'''
==== Defensive/Tank Abilities ====
* If you are raging and another creature you can see within 30 ft takes damage, use your reaction to reduce damage by '''2d6''' (scales at higher levels)


'''Rally the Line (3/Long Rest):'''
{| class="wikitable"
* As reaction when an ally who can hear you fails a saving throw, your words give them strength and they reroll the save
! 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 = 16 + 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 || Orc last stand (drop to 1 HP, 1/long rest)
|}


=== Bonus Actions ===
=== Bonus Actions ===
* '''Rage (Enter):''' Enter rage state (4/Long Rest)
 
* '''Extend Rage:''' Keep rage going by attacking or taking damage
{| 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
|-
| '''Adrenaline Rush''' || Take the Dash action and gain '''3 temporary HP''' || 3 uses (regain on Short/Long Rest) || Orc trait — great for closing distance or topping up before a hit
|-
| '''Expeditious Retreat''' || Dash as a bonus action each turn (concentration) || Bracers of the Bound Devil charges || Mobility when not raging
|-
| '''Infernal Smite''' || Add fiendish/fire damage to a hit (bonus-action spell) || Bracers of the Bound Devil charges || Burst on a key hit when you can't rage-smite
|}


=== Reactions ===
=== Reactions ===
* '''Rally the Line (3/Long Rest):''' When ally fails saving throw, they reroll
* '''Restraining Ward (3/Long Rest):''' When creature you can see in range makes attack or uses ability, cause spectral chains to appear. Creature makes Strength throw against DC +15 + Rage bonus or be Restrained until start of its next turn
* '''Spirit Shield:''' Reduce damage to ally by 2d6 when raging


=== Special Features ===
{| class="wikitable"
* '''Unarmored Defense:''' While not wearing armor, your base AC equals 15 + any Shield bonus
! Reaction !! Trigger !! Effect !! Resource Cost !! Range !! Notes
* '''Weapon Mastery:''' Are able to use properties of 3 kinds of Simple or Martial Melee weapons of your choice. Whenever finish Long Rest, can change one weapon choice. Can change weapon you with Heavy and Reach properties.
|-
* '''Danger Sense:''' Have Advantage on Dex. saving throws unless you have Incapacitated condition
| '''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
* '''Reckless Attack:''' When make your first attack roll on turn, you can decide to attack recklessly, giving you Advantage on attack rolls using Str. during turn, but attack rolls against you have Advantage during turn
|-
* '''Extra Attack:''' When take Attack action, can attack twice instead of once whenever you take Attack action on turn
| '''Rally the Line''' || Ally within hearing fails a save || They reroll the save || 3/Long Rest || Audible || Your words give them strength
* '''Fast Movement:''' Your speed increases by 10 ft. while you aren't wearing Heavy armor
|-
* '''Instinctive Pounce:''' As part of Bonus Action take to enter Rage, you can move up to half your Speed
| '''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
* '''Feral Instinct:''' Advantage on Initiative rolls
|-
* '''4: Weapon Mastery:''' Proficient (see above)
| '''Opportunity Attack''' || Enemy leaves your reach without Disengaging || Make melee weapon attack || Unlimited || 5 ft (10 ft with reach weapon) || Standard reaction
* '''Ability Score Improvement:''' Increase one ability score by 2 or two ability scores by 1
|}
* '''Feat:''' +1 to two ability scores or Feat
* '''Weapon Mastery:''' (+2 STR / +1 DEX)
* '''4: Weapon Mastery (Glaive):''' Graze. If attack roll with Glaive misses creature, you can deal damage to it equal to ability modifier used to make attack. This damage is same type dealt by Glaive, and can only be increased increasing ability modifier
* '''Lance (Topple):''' Topple. If you hit creature with Lance, can force to make Con. saving throw (DC 8 + 3 + ability modifier used to make attack). On failed save, creature has Prone condition
* '''Trident (Topple):''' Same as Lance
* '''Cleave (Greataxe):''' Once per turn, if hit creature with melee attack using Greataxe, can make another melee attack against second creature within 5 ft of first that's within your reach. On hit, second creature takes Greataxe's damage, but without your ability modifier (unless modifier is negative)
* '''Vex (Handaxe):''' If you hit creature with Handaxe, deal damage to creature. Have Advantage on your next attack roll against before end of your next turn
* '''Greatsword (Cleave):''' Same as Greataxe
* '''Handaxe (Vex):''' Same as above
* '''Savage Attacks:''' When you score critical hit, roll one of weapon's dice one additional time and add it to extra damage
* '''Relentless Endurance:''' When reduced to 0 HP but not killed, can drop to 1 HP instead once per long rest
* '''Darkvision:''' Can see in darkness (shades of gray) up to 60 ft
* '''Menacing:''' Gain proficiency in Intimidation skill
* '''4: Weapon Mastery:''' Already noted
* '''Ability Score Improvement:''' +2 to two scores by 1 each
* '''Tough:''' When take this feat, your HP maximum increases by 14. Whenever gain character level thereafter, your HP maximum increases an additional 2 HP
* '''Ancestors - Rank 1 - Ancestral Enemy:''' Your Ancestral Guardians fought against Tiamat in old war and bore their hate across centuries. Ancestral Protectors also works against breath weapons from dragons or spell casters. Spirit Shield deflects additional 2d6 damage from dragons or dragonkin up to 60 feet away
* '''Order of the Gauntlet - Rank 1 - Defender:''' Cast Shield of Faith once per long rest
* '''Order of the Gauntlet - Rank 2 - Justicar:''' Rally the Line. As reaction, an ally who can hear you fails saving throw, your words give them strength and they reroll save


=== Magic Items (Attuned) ===
=== Passive Abilities (Always On) ===
* '''Staff of Defense (Attuned):''' Provides defensive bonuses
* '''Returning Trident (Attuned):''' Returns after being thrown
* '''Improved Armor of Necrotic Resistance, Breastplate (Attuned):''' AC +20, necrotic resistance


== Spells ==
{| class="wikitable"
 
! Ability !! Effect !! Notes
=== 1st Level ===
|-
* '''Mage Armor:''' +AC (Staff of Defense, 1A, Touch, V,S,M, 8 hours) PHB-2024 256 (1 Charge (10/10), D: 8h, V/S/M)
| '''Rage Resistance''' || Resistance to bludgeoning, piercing & slashing damage || Only while raging; effectively doubles HP vs weapons
* '''Shield:''' +5 AC (Staff of Defense, 1R, Self, V,S, 1 round) PHB-2024 276 (2 Charges (10/10), D: 1Rnd, V/S)
|-
* '''Shield of Faith:''' +2 AC (Order of the Gauntlet - Rank 1 - Defender, 1BA, 60 ft, V,S,M, concentration up to 10 minutes) PHB-2024 316 (1/LR, D: 10m, V/S/M)
| '''Ancestral Protectors''' || First creature you hit each turn while raging has disadvantage on attacks that aren't against you, and allies resist its damage || Also works vs dragon/caster breath weapons (Ancestral Enemy)
 
|-
=== 3rd Level ===
| '''Primal Knowledge''' || While raging, you may make Acrobatics, Intimidation, Perception, Stealth & Survival checks as STR checks; you also gained proficiency in Perception || Big for grapple-tank skill checks
* '''Sending:''' Send message (Sending Stones, 1A, Unlimited, V,S,M, instantaneous) PHB-2024 314 (1 Charge, V/S/M)
|-
| '''Feral Instinct''' || Advantage on Initiative rolls || Likely to go first
|-
| '''Danger Sense''' || Advantage on DEX saves vs effects you can see || Better vs traps, breath weapons, fireballs
|-
| '''Fast Movement''' || +10 ft speed while not in heavy armor || 40 ft walking speed
|-
| '''Darkvision''' || See in darkness up to '''120 ft''' || Orc racial (improved range)
|-
| '''Relentless Endurance''' || When reduced to 0 HP (not killed outright), drop to 1 HP instead || 1/Long Rest, Orc racial
|-
| '''Adrenaline Rush''' || Bonus Action to Dash and gain '''3 temp HP''' || 3 uses, regain on a Short or Long Rest (Orc racial)
|-
| '''Bomber (feat)''' || Far Lobber (throw a vial/flask at a target within 40 ft) and Long Shots (no disadvantage on long-range thrown attacks); +1 DEX || Pairs with Alchemist's Supplies
|-
| '''Tough (feat)''' || HP maximum increased (+16 plus +2 per level) || Source of your 101 HP
|}


== SOCIAL SITUATIONS ==
== SOCIAL SITUATIONS ==


=== Skill Bonuses ===
=== Skill Bonuses ===
* '''Acrobatics (DEX):''' +6
 
* '''Animal Handling (WIS):''' +3
''Proficient skills shown in bold. While raging, Primal Knowledge lets you make Acrobatics, Intimidation, Perception, Stealth & Survival checks as STR checks.''
* '''Arcana (INT):''' +0
{| class="wikitable"
* '''Athletics (STR):''' +7
! Skill !! Bonus !! Notes
* '''Deception (CHA):''' -1
|-
* '''History (INT):''' +0
| '''Athletics (STR)''' || +7 || Best grappler, climber, swimmer in the party
* '''Insight (WIS):''' +0
|-
* '''Intimidation (CHA):''' +2
| '''Acrobatics (DEX)''' || +6 || Balance, tumbling, escaping grapples
* '''Investigation (INT):''' +0
|-
* '''Medicine (WIS):''' +0
| '''Stealth (DEX)''' || +6 || Surprisingly sneaky for a tank
* '''Nature (INT):''' +3
|-
* '''Perception (WIS):''' +3
| '''Perception (WIS)''' || +3 || Now proficient (Primal Knowledge)
* '''Performance (CHA):''' -1
|-
* '''Persuasion (CHA):''' -1
| '''Survival (WIS)''' || +3 || Tracking, foraging, navigation
* '''Religion (INT):''' +0
|-
* '''Sleight of Hand (DEX):''' +3
| '''Sleight of Hand (DEX)''' || +3 || —
* '''Stealth (DEX):''' +3
|-
* '''Survival (WIS):''' +3
| '''Intimidation (CHA)''' || +2 || Threatening presence (proficient)
|}


=== Passive Scores ===
=== Passive Scores ===
Line 150: Line 219:
* '''Passive Insight:''' 10
* '''Passive Insight:''' 10
* '''Passive Investigation:''' 10
* '''Passive Investigation:''' 10
=== Senses ===
* '''Darkvision:''' 60 ft


=== Social Features ===
=== Social Features ===
* '''Menacing:''' Proficiency in Intimidation
* '''Intimidation proficiency''' (now via Barbarian Primal Knowledge), usable as a STR check while raging
* '''Relentless Endurance:''' Drop to 1 HP instead of 0 (once per long rest)
* '''Order of the Gauntlet Member:''' Authority when dealing with evil, protecting innocents
* '''Ancestral Guardian Theme:''' Can roleplay spiritual wisdom from ancestors
* '''Intimidating Presence:''' your imposing Orcish build makes you naturally imposing


=== Languages ===
=== Languages ===
* Common, Dwarvish, Orc
* Common, Dwarvish, Halfling, Orc


== EXPLORATION ==
== EXPLORATION ==


=== Movement ===
=== Movement & Senses ===
* '''Walking Speed:''' 40 ft (30 ft base + 10 ft from Fast Movement)
* '''Walking Speed:''' 40 ft (30 ft base + 10 ft Fast Movement)
* '''Darkvision:''' 60 ft
* '''Darkvision:''' 120 ft
* '''Climbing/Swimming:''' Athletics +7 makes you the best climber in party


=== Useful Abilities for Exploration ===
=== Useful Exploration Abilities ===
* '''Fast Movement:''' +10 ft speed while not wearing Heavy armor
* '''Danger Sense:''' Advantage on DEX saves vs traps and hazards you can see
* '''Danger Sense:''' Advantage on Dexterity saving throws (traps, hazards)
* '''Feral Instinct:''' Advantage on Initiative (go first in surprise rounds)
* '''Feral Instinct:''' Advantage on Initiative rolls
* '''Rage:''' Advantage on STR checks (breaking doors, bending bars, moving heavy objects)
* '''Darkvision:''' See in darkness up to 60 ft
* '''Relentless Endurance:''' Survive deadly traps better (1/Long Rest)
* '''Relentless Endurance:''' Survive dropping to 0 HP once per long rest
* '''Fast Movement:''' Cover more ground quickly
* '''Athletics Expertise:''' Best at climbing, jumping, swimming, grappling


=== Tools ===
=== Tools ===
* '''Navigator's Tools:''' Navigation and map reading
* '''Alchemist's Supplies''' — craft and throw alchemical items (with the Bomber feat)
* '''Navigator's Tools''' — navigation and map reading


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==


{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges
! Resource !! Total !! Recharges !! Current Status
|-
|-
| '''Hit Dice''' || 7d12 || Long Rest
| '''Hit Dice (d12)''' || 8 || Long Rest || Track usage
|-
|-
| '''Rage''' || 4 uses || Long Rest
| '''Rage''' || 4 uses || Long Rest || Lasts up to 10 minutes each
|-
|-
| '''Rage Duration''' || Up to 10 minutes || Per Rage
| '''Adrenaline Rush''' || 3 uses || Short/Long Rest || Bonus-action Dash + 3 temp HP
|-
|-
| '''Instinctive Pounce''' || Per Rage entry || With Rage
| '''Reckless Attack''' || Unlimited || Always available || Choose each turn
|-
|-
| '''Reckless Attack''' || Unlimited (1st attack/turn) || Always Available
| '''Extra Attack''' || Always active || - || Remember second attack!
|-
|-
| '''Extra Attack''' || Always Available || -
| '''Spirit Shield''' || Unlimited (1/round) || While raging (reaction) || Protect allies liberally
|-
|-
| '''Spirit Shield''' || Per Reaction || While Raging
| '''Ancestral Protectors''' || Unlimited || Always active when raging || First target hit each turn
|-
|-
| '''Rally the Line''' || 3 uses || Long Rest
| '''Rally the Line''' || 3 uses || Long Rest || Order of the Gauntlet Rank 2
|-
|-
| '''Restraining Ward''' || 3 uses || Long Rest
| '''Restraining Ward''' || 3 uses || Long Rest || From Garmok's Flail
|-
|-
| '''Relentless Endurance''' || 1 use || Long Rest
| '''Relentless Endurance''' || 1 use || Long Rest || Drop to 1 HP instead of 0
|-
|-
| '''Shield of Faith (Order of Gauntlet)''' || 1 use || Long Rest
| '''Shield of Faith''' || 1 use || Long Rest || Order of the Gauntlet Rank 1
|-
|-
| '''Staff of Defense - Mage Armor''' || 1 charge (10/10) || Unknown
| '''Staff of Defense (Mage Armor)''' || 1 charge (10 max) || Unknown || +AC
|-
|-
| '''Staff of Defense - Shield''' || 2 charges (10/10) || Unknown
| '''Staff of Defense (Shield spell)''' || 2 charges (10 max) || Unknown || +5 AC as reaction
|-
|-
| '''Sending Stones''' || 1 charge || Unknown
| '''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
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 ==
== QUICK REFERENCE ==


'''In Combat:'''
=== Combat Priority Checklist ===
# Turn 1: Enter Rage (bonus action) + move half speed (Instinctive Pounce)
 
# Make 2 attacks per turn (Extra Attack)
'''Start of Your Turn:'''
# First target hit gets disadvantage on attacks vs allies (Ancestral Protectors)
1. □ Is Rage active? If no and combat is serious, activate Rage (bonus action)
# Use Spirit Shield reaction to reduce ally damage by 2d6
2. □ Who is the biggest threat to my allies? (mark with Ancestral Protectors)
# Use Reckless Attack for advantage (gives enemies advantage against you)
3. □ Position: Am I between enemies and squishies?
# Keep rage active by attacking or taking damage each turn
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 (half damage)
* Advantage on STR checks and saves
 
'''Defensive Numbers:'''
* AC: 21 (excellent for a barbarian)
* HP: 101 (highest in party)
* Effective HP while Raging: ~200 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 ===


'''Before Combat:'''
'''How to Maximize Enemy Focus on You:'''
# Consider using Reckless Attack if you need to hit badly
# Position near allies to protect them with Ancestral Protectors
# Save Spirit Shield reaction for protecting squishies


'''Key Numbers to Remember:'''
1. '''Ancestral Protectors:''' First target hit has disadvantage on attacks vs allies
* Rage Bonus Damage: '''+2'''
  * Enemies want to attack you (you're the only one they can hit effectively)
* Rage Resistance: '''Bludgeoning, Piercing, Slashing, Necrotic'''
* Spirit Shield: '''Reduce damage by 2d6''' (reaction)
* Extra 2d6 vs dragons/dragonkin (Ancestral Enemy)
* AC: '''18'''
* Rage Uses: '''4/Long Rest'''
* Rally the Line: '''3/Long Rest''' (ally rerolls failed save)


'''Weapon Mastery Effects:'''
2. '''Reckless Attack:''' Enemies have advantage on attacks vs you
* '''Cleave (Greataxe/Greatsword):''' Hit second target within 5 ft after hitting first
  * Makes you a juicy target (easier to hit)
* '''Topple (Lance/Trident/Garmok's Flail):''' Target makes CON save or falls Prone
* '''Vex (Handaxe):''' Advantage on next attack vs same target
* '''Sap (Corpse Slayer Mace):''' Disadvantage on target's next attack
* '''Graze (Glaive):''' Deal ability mod damage even on miss


'''Resistances:'''
3. '''High Threat:''' Deal significant damage each turn
* While Raging: Bludgeoning, Piercing, Slashing, Necrotic
  * Enemies want to stop you from wrecking them
* Necrotic Resistance (from armor, always active)
 
* Advantage vs Dragon Breath Weapons
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)
* '''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. '''Big thrown burst:''' Improved Javelin of Lightning adds 4d6 lightning (3 charges)
 
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 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


'''Special Note:''' Xanphina is a frontline tank/damage dealer who protects allies through Ancestral Protectors and Spirit Shield. Enter Rage immediately, mark priority targets, and use reactions to shield allies. Relentless Endurance keeps you in fight.
[[Category:Player Characters]] [[Category:Player Guides]]

Latest revision as of 23:31, 30 May 2026

Xanphina - Player Guide

Xanphina is a Level 8 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 the party — built to absorb massive damage
  • Rage gives resistance to physical (bludgeoning/piercing/slashing) damage — roughly doubles effective HP vs weapons
  • Ancestral Protectors makes the first target you hit nearly useless against allies
  • Spirit Shield lets you redirect/reduce damage aimed at allies
  • Relentless Endurance lets you cheat death once per long rest
  • Huge, flexible weapon arsenal with multiple Weapon Mastery properties, plus thrown-weapon tricks

Core Stats:

  • AC: 21 (Dragonguard breastplate + Shield +1 + Cloak of Protection)
  • HP: 101 (Max) — highest in the party (boosted by the Tough feat)
  • Speed: 40 ft (30 ft base + 10 ft Fast Movement)
  • Initiative: +3 (advantage from Feral Instinct)
  • Proficiency Bonus: +3

Ability Scores: STR 18 (+4) | DEX 17 (+3) | CON 16 (+3) | INT 10 (+0) | WIS 10 (+0) | CHA 8 (−1)

Saving Throws: STR +8 | DEX +4 | CON +7 | INT +1 | WIS +1 | CHA +0. (Includes +1 to all saves from the Cloak of Protection.) Advantage on STR saves while Raging; advantage on DEX saves vs. effects you can see (Danger Sense) and vs. dragon breath weapons.

Resistances:

  • While Raging: Bludgeoning, Piercing, Slashing (half damage from weapons)
  • Always: Cold (from Boots of the Winterlands)

COMBAT - What Can I Do On My Turn?

Main Action Options

Weapon Attacks

Weapon Attack Bonus Damage Roll Type Range Properties / Notes
Garmok's Flail of Restraining +9 1d8+6 (+1d6) Bludgeoning Reach 10 ft Sap; 10/10 charges; grants the Restraining Ward reaction.
Greataxe, +1 +8 1d12+5 Slashing Melee Cleave (Mastery), Heavy, Two-Handed.
Greatsword, +1 +8 2d6+5 Slashing Melee Graze, Heavy, Two-Handed.
Returning Trident +8 1d8+5 (1d10+5 versatile) Piercing Thrown 20/60 Topple (Mastery) — knock prone; flies back to your hand.
Improved Javelin of Lightning +7 1d6+4 +4d6 lightning Piercing/Lightning Thrown 30/120 3/3 charges; big burst.
Javelin, +1 +8 1d6+5 Piercing Thrown 30/120 Slow.
Maul +7 2d6+4 Bludgeoning Melee Topple, Heavy, Two-Handed.
Longsword, +1 +8 1d8+5 (1d10+5 versatile) Slashing Melee Sap, Versatile.
Warhammer, +1 +8 1d8+5 (1d10+5 versatile) Bludgeoning Melee Push, Versatile.
Handaxe, +1 +8 1d6+5 Slashing Thrown 20/60 Vex, Light.
Corpse Slayer Mace +7 1d6+4 Bludgeoning Melee Sap, Simple.
Crossbow, Heavy +6 1d10+3 Piercing 100/400 ft Loading, Two-Handed, Heavy, Push.

Note: While Raging you add +2 to melee weapon damage (not to ranged/thrown-at-range attacks). Thanks to the Bomber feat (Long Shots), throwing at long range imposes no disadvantage, and Far Lobber lets you hurl a vial/flask up to 40 ft.

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

Critical Hit Damage

On a crit you double the weapon dice (you no longer have the old “Savage Attacks” extra die).

Weapon Crit Dice (Raging) Approx. Damage
Garmok's Flail 2d8+6 + 2d6 ~26 (psychic included)
Greataxe, +1 2d12+5 +2 rage ~22
Greatsword, +1 4d6+5 +2 rage ~21
Improved Javelin of Lightning 2d6+4 + 8d6 lightning ~39 (huge, limited charges)

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 = 16 + 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 Orc last stand (drop to 1 HP, 1/long rest)

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
Adrenaline Rush Take the Dash action and gain 3 temporary HP 3 uses (regain on Short/Long Rest) Orc trait — great for closing distance or topping up before a hit
Expeditious Retreat Dash as a bonus action each turn (concentration) Bracers of the Bound Devil charges Mobility when not raging
Infernal Smite Add fiendish/fire damage to a hit (bonus-action spell) Bracers of the Bound Devil charges Burst on a key hit when you can't rage-smite

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 damage Only while raging; effectively doubles HP vs weapons
Ancestral Protectors First creature you hit each turn while raging has disadvantage on attacks that aren't against you, and allies resist its damage Also works vs dragon/caster breath weapons (Ancestral Enemy)
Primal Knowledge While raging, you may make Acrobatics, Intimidation, Perception, Stealth & Survival checks as STR checks; you also gained proficiency in Perception Big for grapple-tank skill checks
Feral Instinct Advantage on Initiative rolls Likely to go first
Danger Sense Advantage on DEX saves vs effects you can see Better vs traps, breath weapons, fireballs
Fast Movement +10 ft speed while not in heavy armor 40 ft walking speed
Darkvision See in darkness up to 120 ft Orc racial (improved range)
Relentless Endurance When reduced to 0 HP (not killed outright), drop to 1 HP instead 1/Long Rest, Orc racial
Adrenaline Rush Bonus Action to Dash and gain 3 temp HP 3 uses, regain on a Short or Long Rest (Orc racial)
Bomber (feat) Far Lobber (throw a vial/flask at a target within 40 ft) and Long Shots (no disadvantage on long-range thrown attacks); +1 DEX Pairs with Alchemist's Supplies
Tough (feat) HP maximum increased (+16 plus +2 per level) Source of your 101 HP

SOCIAL SITUATIONS

Skill Bonuses

Proficient skills shown in bold. While raging, Primal Knowledge lets you make Acrobatics, Intimidation, Perception, Stealth & Survival checks as STR checks.

Skill Bonus Notes
Athletics (STR) +7 Best grappler, climber, swimmer in the party
Acrobatics (DEX) +6 Balance, tumbling, escaping grapples
Stealth (DEX) +6 Surprisingly sneaky for a tank
Perception (WIS) +3 Now proficient (Primal Knowledge)
Survival (WIS) +3 Tracking, foraging, navigation
Sleight of Hand (DEX) +3
Intimidation (CHA) +2 Threatening presence (proficient)

Passive Scores

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

Social Features

  • Intimidation proficiency (now via Barbarian Primal Knowledge), usable as a STR check while raging
  • Order of the Gauntlet Member: Authority when dealing with evil, protecting innocents
  • Ancestral Guardian Theme: Can roleplay spiritual wisdom from ancestors
  • Intimidating Presence: your imposing Orcish build makes you naturally imposing

Languages

  • Common, Dwarvish, Halfling, Orc

EXPLORATION

Movement & Senses

  • Walking Speed: 40 ft (30 ft base + 10 ft Fast Movement)
  • Darkvision: 120 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

  • Alchemist's Supplies — craft and throw alchemical items (with the Bomber feat)
  • Navigator's Tools — navigation and map reading

RESOURCE MANAGEMENT

Resource Total Recharges Current Status
Hit Dice (d12) 8 Long Rest Track usage
Rage 4 uses Long Rest Lasts up to 10 minutes each
Adrenaline Rush 3 uses Short/Long Rest Bonus-action Dash + 3 temp HP
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

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 (half damage)
  • Advantage on STR checks and saves

Defensive Numbers:

  • AC: 21 (excellent for a barbarian)
  • HP: 101 (highest in party)
  • Effective HP while Raging: ~200 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)
  • 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. Big thrown burst: Improved Javelin of Lightning adds 4d6 lightning (3 charges)

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 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