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''This is a beginner-friendly guide for playing Xanphina. For full character details, see [[Xanphina]].''
= 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 ==
== Overview ==
'''Role in the Party:''' Front-Line Tank, Damage Dealer, Ancestral Protector


'''Role in the Party:''' Front-Line Tank, Melee 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)


'''Core Strengths:'''
'''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'''.
* Highest damage output when raging
* Extremely tanky with Rage damage resistance
* Protects allies with Ancestral Protectors
* Reckless Attack for guaranteed advantage
* Multiple magic weapons for versatility
* Half-Orc durability (won't drop easily)


'''Key Stats to Know:'''
'''Resistances:'''
* '''AC:''' ~16 (medium armor + Dex or unarmored defense)
* '''While Raging:''' Bludgeoning, Piercing, Slashing (half damage from weapons)
* '''HP:''' ~65+ (HIGHEST in the party - you're the tank)
* '''Always:''' '''Cold''' (from Boots of the Winterlands)
* '''Rage Damage Bonus:''' +2 per hit
* '''Reckless Attack:''' Advantage on all melee attacks (but enemies get advantage on you)
* '''Rage Uses:''' 4 per long rest
* '''Spirit Shield:''' 2d6 damage reduction for allies (reaction)


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


=== Your Turn (Main Action) ===
=== Main Action Options ===


'''1. Melee Weapon Attack (Your Bread and Butter)'''
==== Weapon Attacks ====


You have multiple weapon options:
{| class="wikitable"
! 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.


'''Flametongue Greatsword (Two-Handed):'''
'''*Note:''' Rage damage bonus (+2) does NOT apply to ranged attacks
* '''To hit:''' +7
 
* '''Damage:''' 2d6+5 slashing + 2d6 fire (when activated)
==== Critical Hit Damage ====
* '''+ Rage:''' +2 damage per hit
 
* '''Total:''' 2d6+7 slashing + 2d6 fire = ~20 damage per hit
''On a crit you double the weapon dice (you no longer have the old “Savage Attacks” extra die).''
* '''When to use:''' Maximum damage, when you don't need a shield
{| class="wikitable"
! 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)
|}


'''Battleaxe (Versatile):'''
==== Offensive Abilities ====
* '''One-handed:''' +7 to hit, 1d8+5 slashing + 2 rage = 1d8+7
* '''Two-handed:''' +7 to hit, 1d10+5 slashing + 2 rage = 1d10+7
* '''When to use:''' Versatility, can use shield for +2 AC


'''Javelin (Thrown):'''
{| class="wikitable"
* '''To hit:''' +7
! Ability !! Effect !! Resource Cost !! Notes
* '''Damage:''' 1d6+5 piercing + 2 rage
|-
* '''Range:''' 30/120 feet
| '''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
* '''When to use:''' Ranged enemies you can't reach yet
|-
| '''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
|}


'''Handaxe (Thrown):'''
==== Weapon Mastery Properties ====
* '''To hit:''' +7
* '''Damage:''' 1d6+5 slashing + 2 rage
* '''Range:''' 20/60 feet
* '''When to use:''' Ranged backup option


'''2. Extra Attack (Two Attacks Per Turn)'''
{| class="wikitable"
* At level 7, you attack TWICE when you take the Attack action
! Weapon !! Mastery Property !! Effect !! When to Use
* '''Total damage with Flametongue:''' (2d6+7 slashing + 2d6 fire) × 2 = ~40 damage per turn
|-
* '''With Reckless Attack:''' Even higher due to advantage on both attacks
| '''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
|}


'''3. Reckless Attack (Advantage on All Attacks)'''
==== Defensive/Tank Abilities ====
* When you make your first attack on your turn, you can choose to attack recklessly
* You gain advantage on ALL melee weapon attacks this turn
* Enemies have advantage on attacks against you until your next turn
* '''When to use:'''
  * Almost always when raging (you resist damage anyway)
  * When you really need to hit (advantage = ~65% hit chance vs ~45% normally)
  * When fighting one big enemy (fewer attacks against you)
* '''When NOT to use:'''
  * When surrounded by many enemies (lots of attacks with advantage against you)
  * When low on HP and not raging
  * When you're the only melee character protecting the backline


'''4. Frenzy (Bonus Action Attack - if you chose Frenzy instead of Ancestral)'''
{| class="wikitable"
* Some barbarian paths get bonus action attacks
! Ability !! Effect !! Resource Cost !! Range !! Notes
* You have Ancestral Guardian, so you don't have this
|-
* Your bonus action is typically used for Rage activation
| '''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:''' Activate rage (4/long rest)
{| class="wikitable"
  * Gain damage resistance to physical damage (halve bludgeoning, piercing, slashing from non-magical sources)
! Ability !! Effect !! Resource Cost !! Notes
  * +2 damage to melee weapon attacks
|-
  * Advantage on Strength checks and saves
| '''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
  * Lasts 1 minute (10 rounds) or until you don't attack or take damage
|-
* '''Relentless Endurance (Half-Orc):''' When reduced to 0 HP, drop to 1 HP instead (1/long rest)
| '''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 ===


* '''Opportunity Attack:''' When enemy leaves your reach without Disengaging
{| class="wikitable"
* '''Spirit Shield (Ancestral Guardian Feature):'''
! Reaction !! Trigger !! Effect !! Resource Cost !! Range !! Notes
  * When ally within 30 feet takes damage, use reaction to reduce damage by 2d6
|-
  * Can protect allies from ranged attacks, spells, or melee
| '''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
  * '''Use when:''' Squishy allies (Shade, Gootcha, Keyleth) are being targeted
|-
| '''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) ===


* '''Rage:''' Damage resistance + damage bonus + advantage on Str checks/saves (when active)
{| class="wikitable"
* '''Ancestral Protectors:''' First creature you hit each turn while raging has disadvantage on attacks against anyone but you, and your allies have resistance to damage from that creature
! Ability !! Effect !! Notes
* '''Danger Sense:''' Advantage on Dex saves vs effects you can see (traps, spells, etc.)
|-
* '''Feral Instinct:''' Advantage on Initiative rolls
| '''Rage Resistance''' || Resistance to bludgeoning, piercing & slashing damage || Only while raging; effectively doubles HP vs weapons
* '''Relentless Endurance:''' Drop to 1 HP instead of 0 HP (1/long rest, Half-Orc racial)
|-
* '''Savage Attacks:''' When you crit, roll one extra weapon damage die (Half-Orc racial)
| '''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 ==


== SOCIAL SITUATIONS - How Can I Interact? ==
=== Skill Bonuses ===


'''Skill Proficiencies:'''
''Proficient skills shown in bold. While raging, Primal Knowledge lets you make Acrobatics, Intimidation, Perception, Stealth & Survival checks as STR checks.''
* '''Intimidation:''' +5 (good for threats and commanding presence)
{| class="wikitable"
* '''Athletics:''' +7 (excellent at grappling, climbing, jumping, pushing)
! Skill !! Bonus !! Notes
* '''Perception:''' +4 (spotting hidden things)
|-
* '''Survival:''' +4 (tracking, foraging, navigation)
| '''Athletics (STR)''' || +7 || Best grappler, climber, swimmer in the party
* '''Animal Handling:''' Moderate (depends on build)
|-
| '''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)
|}


'''Special Abilities:'''
=== Passive Scores ===
* '''Half-Orc Appearance:''' Naturally intimidating due to size and tusks
* '''Passive Perception:''' 13
* '''Relentless Endurance:''' Reputation for being nearly impossible to kill
* '''Passive Insight:''' 10
* '''Order of the Gauntlet Member:''' Authority when dealing with evil and protecting innocents
* '''Passive Investigation:''' 10
* '''Ancestral Spirits:''' Your ancestors guide you - can be roleplayed as spiritual wisdom


'''Roleplay Strengths:'''
=== Social Features ===
* Natural protector and guardian
* '''Intimidation proficiency''' (now via Barbarian Primal Knowledge), usable as a STR check while raging
* Fierce warrior with strong sense of justice
* '''Order of the Gauntlet Member:''' Authority when dealing with evil, protecting innocents
* Connection to ancestral spirits (spiritual insight)
* '''Ancestral Guardian Theme:''' Can roleplay spiritual wisdom from ancestors
* Intimidating presence when needed
* '''Intimidating Presence:''' your imposing Orcish build makes you naturally imposing
* Loyal to Order of the Gauntlet's mission (destroy evil, protect the weak)


== EXPLORATION - How Can I Help Outside Combat? ==
=== Languages ===
* Common, Dwarvish, Halfling, Orc


'''Skills for Exploration:'''
== EXPLORATION ==
* '''Athletics:''' +7 (best climber, swimmer, jumper in party)
* '''Survival:''' +4 (tracking, foraging, navigation in wilderness)
* '''Perception:''' +4 (passive likely 14) - spotting danger
* '''Intimidation:''' +5 (getting information through fear)


'''Special Abilities:'''
=== Movement & Senses ===
* '''Danger Sense:''' Advantage on Dex saves vs traps and hazards you can see
* '''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)
* '''Feral Instinct:''' Advantage on Initiative (go first in surprise rounds)
* '''Relentless Endurance:''' Survive deadly traps better (1/long rest)
* '''Rage:''' Advantage on STR checks (breaking doors, bending bars, moving heavy objects)
* '''Rage:''' Advantage on Strength checks (breaking down 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


'''Movement:'''
=== Tools ===
* '''Speed:''' 30 feet (40 feet if unarmored, depending on build)
* '''Alchemist's Supplies''' — craft and throw alchemical items (with the Bomber feat)
* '''Athletics Expert:''' Best at climbing, jumping, swimming
* '''Navigator's Tools''' — navigation and map reading
 
'''Other Abilities:'''
* '''Darkvision:''' See in dim light as bright, darkness as dim (60 feet, Half-Orc racial)
* '''Unarmored Movement:''' +10 speed when not wearing armor (if you're using unarmored defense)


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


{| class="wikitable"
{| class="wikitable"
! Resource !! Total Available !! Recharges On
! Resource !! Total !! Recharges !! Current Status
|-
|-
| '''Rage''' || 4 uses || Long Rest
| '''Hit Dice (d12)''' || 8 || Long Rest || Track usage
|-
|-
| '''Spirit Shield''' || Unlimited || Once per round (uses reaction)
| '''Rage''' || 4 uses || Long Rest || Lasts up to 10 minutes each
|-
|-
| '''Relentless Endurance''' || 1 use || Long Rest
| '''Adrenaline Rush''' || 3 uses || Short/Long Rest || Bonus-action Dash + 3 temp HP
|-
|-
| '''Savage Attacks''' || Unlimited || When you crit
| '''Reckless Attack''' || Unlimited || Always available || Choose each turn
|-
|-
| '''Reckless Attack''' || Unlimited || Every turn (choose to activate)
| '''Extra Attack''' || Always active || - || Remember second attack!
|-
|-
| '''Ancestral Protectors''' || Unlimited || Always active when raging
| '''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
|}
|}


'''Important Notes:'''
== COMMON TACTICS ==
* Rage lasts 1 minute (10 rounds) - long enough for most combats
 
* Rage ends early if you don't attack or take damage on your turn
=== Opening Combat (Turn 1) ===
* Spirit Shield costs nothing except your reaction - use it liberally
 
* Reckless Attack is a choice every turn - you control when to use it
'''Standard Opening:'''
* Ancestral Protectors automatically activates when you hit while raging
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


== COMMON TACTICS ==
=== Resource Conservation ===


'''1. The Ancestral Tank (Protect Your Squishies)'''
'''When to Rage vs When to Save:'''
* Turn 1: Rage (bonus action) + Attack priority target with Flametongue (action)
* That target now has disadvantage on attacks vs allies and allies resist its damage
* Position yourself between enemy and your backline casters
* When ally is targeted, use Spirit Shield (reaction) to reduce damage by 2d6
* '''Why:''' You make one enemy almost useless against allies while tanking damage yourself


'''2. The Reckless Striker (Maximum Damage)'''
'''USE Rage When:'''
* Rage (bonus action)
* Combat looks serious (multiple enemies or tough opponent)
* Attack with Reckless Attack (advantage on both attacks)
* Allies are in danger
* Use Flametongue greatsword two-handed
* You need to close distance quickly (Instinctive Pounce)
* '''Damage:''' 2 attacks × (2d6+7 slashing + 2d6 fire) with advantage = ~45+ damage per turn
* You're about to take significant damage
* '''Why:''' Advantage drastically increases hit chance and crit chance


'''3. The Controller (Grapple and Lock Down)'''
'''SAVE Rage When:'''
* Rage (bonus action) - gain advantage on Strength checks
* Fighting trivial enemies (1-2 weak creatures)
* Attack enemy once
* Expecting another combat soon
* Use your second attack to grapple (Athletics check with advantage vs their Athletics/Acrobatics)
* You have 1 rage left and unsure if this is the last fight before rest
* Enemy is now grappled (speed 0, can't move)
* Next turn: Keep grappling, attack with one hand, or shove them prone
* '''Why:''' Lock down dangerous melee enemies, keep them away from allies


'''4. The Boss Killer (Focus Fire)'''
'''Rage Tracking (4/Long Rest):'''
* Rage (bonus action)
* Lost Mine of Phandelver typically had 2-4 combats per long rest
* Use Reckless Attack against boss
* Rise of Tiamat may have more combat-heavy days
* Attack twice with Flametongue greatsword
* Plan to use 1-2 rages per major combat, save 1 for emergencies
* Hope for critical hit (advantage increases crit chance to ~10%)
* On crit: Roll extra weapon die with Savage Attacks (3d6 slashing instead of 2d6)
* '''Expected crit damage:''' 3d6+7 slashing + 2d6 fire = ~25-30 damage on one crit
* '''Why:''' Burst down high-priority targets quickly


'''5. The Unkillable (Survive Anything)'''
'''When to Use Reckless Attack:'''
* Rage active (resistance to physical damage)
* Almost always when raging (you resist damage anyway)
* High HP pool (65+)
* When you need to hit reliably
* Relentless Endurance ready (drop to 1 HP instead of 0)
* When fighting 1-3 enemies
* Allies can heal you or you can recover naturally
* Avoid when surrounded by 5+ enemies
* '''Why:''' You can tank incredible amounts of damage, drawing attacks away from fragile allies


'''6. The Opener (Alpha Strike)'''
'''When to Use Reactions (Priority Order):'''
* Use Feral Instinct advantage to go first in Initiative
1. '''Spirit Shield:''' Ally about to drop to 0 HP or taking massive damage
* Close distance to priority target (spellcaster, archer)
2. '''Rally the Line:''' Ally fails save vs deadly effect (petrification, banishment, dominate)
* Rage (bonus action) + Reckless Attack
3. '''Restraining Ward:''' Boss about to do something devastating
* Mark them with Ancestral Protectors (they have disadvantage vs allies)
4. '''Opportunity Attack:''' Enemy leaving reach (lowest priority)
* '''Why:''' Get into melee quickly and neutralize dangerous ranged enemies


== QUICK REFERENCE ==
== QUICK REFERENCE ==


'''On Your Turn, Usually Do One Of These:'''
=== Combat Priority Checklist ===
# Rage (bonus action) Attack twice with Reckless Attack → Ancestral Protectors apply
 
# Attack twice with Flametongue (if already raging) Reckless Attack for advantage
'''Start of Your Turn:'''
# Grapple priority target → Attack with one hand (if raging)
1. □ Is Rage active? If no and combat is serious, activate Rage (bonus action)
# Throw javelin at ranged enemy → Move closer → Ready to rage next turn
2. □ Who is the biggest threat to my allies? (mark with Ancestral Protectors)
# Attack first target → Move to protect ally Use Spirit Shield when ally hit
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


'''Opening Round (Start of Combat):'''
=== Common Mistakes to Avoid ===
* Bonus Action: Activate Rage
* Action: Move to priority target + Attack twice (Reckless Attack)
* First target you hit is marked by Ancestral Protectors


'''Subsequent Rounds (While Raging):'''
1. '''Forgetting Extra Attack:''' You get TWO attacks per Attack action - use them both!
* Action: Attack twice with Reckless Attack (advantage)
* Reaction: Spirit Shield when ally is hit (reduce damage by 2d6)
* Remember: First enemy you hit each turn is marked by Ancestral Protectors


'''Bonus Action Options:'''
2. '''Forgetting Rage Damage:''' Add +2 to every melee hit while raging
* Rage: Activate rage (4/long rest)
* Usually just used for Rage activation, then it's free for rest of combat


'''Reaction Options:'''
3. '''Not Using Spirit Shield:''' You have unlimited reactions while raging - use them every round to protect allies
* Spirit Shield: Reduce damage to ally by 2d6 (30 ft range)
* Opportunity Attack: Standard melee attack when enemy leaves reach


'''Weapon Choice Guide:'''
4. '''Forgetting Ancestral Protectors:''' First target hit is automatically marked - choose priority targets
* **Flametongue Greatsword:** Maximum damage (2d6+7 slashing + 2d6 fire) - use when not surrounded
* **Battleaxe + Shield:** More AC (+2), less damage - use when surrounded or low HP
* **Javelin:** Ranged option - use when enemy is out of reach


'''Remember:'''
5. '''Breaking Rage Early:''' Make sure to attack or take damage each turn, or use bonus action to extend
* You attack TWICE per Attack action - don't forget Extra Attack
* Rage gives resistance to physical damage - you take HALF damage from most attacks
* Reckless Attack gives you advantage but enemies get advantage against you
* Ancestral Protectors applies to FIRST creature you hit each turn while raging
* Marked enemies have disadvantage on attacks vs allies and allies resist their damage
* Spirit Shield can save squishy allies from big hits - use your reaction
* Relentless Endurance can save you once per long rest - you drop to 1 HP instead of 0
* Savage Attacks applies on crits - roll one extra weapon die
* Rage ends if you don't attack or take damage on your turn - stay aggressive
* You have advantage on Initiative (Feral Instinct) - likely go first
* You have advantage on Dex saves vs visible effects (Danger Sense) - better vs fireballs, traps


'''Rage Checklist (Don't Forget These Bonuses):'''
6. '''Using Reckless When Surrounded:''' 5+ enemies with advantage can shred you - be selective
- [ ] Resistance to physical damage (bludgeoning, piercing, slashing)
- [ ] +2 to all melee weapon damage rolls
- [ ] Advantage on Strength checks and saves
- [ ] Ancestral Protectors on first target you hit
- [ ] Lasts 1 minute (10 rounds) or until you don't attack/take damage


'''Ancestral Protectors Effects (First Target You Hit While Raging):'''
7. '''Forgetting Feral Instinct:''' Announce advantage on Initiative before rolling
- [ ] Target has disadvantage on attacks against anyone except you
- [ ] Allies have resistance to all damage from that target
- [ ] Lasts until start of your next turn
- [ ] Reapply by hitting (can be same target or new target)


'''Damage Breakdown:'''
8. '''Not Tracking Relentless Endurance:''' You only get this once per long rest - mark when used
* '''Basic attack (not raging):''' 2d6+5 = ~12 per hit
* '''Raging:''' 2d6+7 = ~14 per hit
* '''Raging + Flametongue fire:''' 2d6+7 slashing + 2d6 fire = ~21 per hit
* '''Two attacks per turn (raging, Flametongue):''' ~42 damage
* '''With Reckless Attack advantage:''' ~50+ damage (higher hit rate and crit chance)
* '''Critical hit (raging, Flametongue, Savage Attacks):''' 3d6+7 slashing + 2d6 fire = ~25-30 per crit


'''Tanking Capacity:'''
9. '''Forgetting Weapon Mastery:''' Cleave, Graze, Vex, Sap - these add significant value
* HP: ~65+ (highest in party)
* Rage: Resistance to physical damage (effectively ~130 HP against non-magical attacks)
* Relentless Endurance: Drop to 1 HP instead of 0 once per long rest
* Spirit Shield: Redirect 2d6 damage from allies to prevention
* '''You can tank 100+ damage in a single combat while protecting allies'''


'''Positioning Tips:'''
10. '''Not Protecting Squishies:''' Your job is to tank and protect - position accordingly and use Spirit Shield
* Stand between enemies and your squishy allies (Shade, Gootcha, Keyleth)
* Use Ancestral Protectors on enemies targeting your backline
* Don't chase - let enemies come to you or stay in range of allies to protect
* Use Spirit Shield on allies who are hit by big attacks (save them from crits or spells)


[[Category:Player Resources]]
[[Category:Player Characters]] [[Category:Player Guides]]
[[Category:Player Characters]]

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