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


== Overview ==
== Overview ==


'''Role in the Party:''' Front-Line Tank, Melee Damage Dealer & Ancestral Protector
'''Core Stats:'''
* '''AC:''' 18 (Light Armor, Medium Armor, Shields)
* '''HP:''' 82 (Max)
* '''Speed:''' 40 ft.
* '''Initiative:''' +3
* '''Proficiency Bonus:''' +3


'''Core Strengths:'''
'''Ability Scores:'''
* Highest damage output when raging
* STR 18 (+4) | DEX 16 (+3) | CON 14 (+2)
* Extremely tanky with Rage damage resistance
* INT 10 (+0) | WIS 10 (+0) | CHA 8 (-1)
* 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:'''
'''Saving Throws:'''
* '''AC:''' ~16 (medium armor + Dex or unarmored defense)
* Strength: +7
* '''HP:''' ~65+ (HIGHEST in the party - you're the tank)
* Dexterity: +6 (Advantage against the breath weapons of creatures that have the dragon type)
* '''Rage Damage Bonus:''' +2 per hit
* Constitution: +5
* '''Reckless Attack:''' Advantage on all melee attacks (but enemies get advantage on you)
* Intelligence: +0
* '''Rage Uses:''' 4 per long rest
* Wisdom: +0
* '''Spirit Shield:''' 2d6 damage reduction for allies (reaction)
* Charisma: +2


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


=== Your Turn (Main Action) ===
=== Basic Actions ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''
 
=== 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))
* '''Garmok's Flail of Restraining:''' +9 to hit, 1d8+8 bludgeoning (+1d6 Psychic, Martial, Sap, Reach)
* '''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)
* '''Handaxe, +1:''' +8 to hit, 1d6+7 slashing (Simple, Light, Thrown, Vex, Range 20/60)


'''1. Melee Weapon Attack (Your Bread and Butter)'''
=== Special Combat Abilities ===


You have multiple weapon options:
'''RAGE (CORE BARBARIAN FEATURE):'''
* '''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


'''Flametongue Greatsword (Two-Handed):'''
'''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:'''
* '''To hit:''' +7
* Make an attack roll against enemy
* '''Damage:''' 2d6+5 slashing + 2d6 fire (when activated)
* Force enemy to make saving throw
* '''+ Rage:''' +2 damage per hit
* Take Bonus Action to extend your Rage
* '''Total:''' 2d6+7 slashing + 2d6 fire = ~20 damage per hit
* '''When to use:''' Maximum damage, when you don't need a shield


'''Battleaxe (Versatile):'''
'''Each time you extend your Rage, it lasts until end of your next turn. You can maintain Rage for up to 10 minutes.'''
* '''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):'''
'''Rage (Enter):''' 4/Long Rest, 1 Bonus Action
* '''To hit:''' +7
* '''Damage:''' 1d6+5 piercing + 2 rage
* '''Range:''' 30/120 feet
* '''When to use:''' Ranged enemies you can't reach yet


'''Handaxe (Thrown):'''
=== Ancestral Guardian Features ===
* '''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)'''
'''Ancestral Protectors (CRITICAL):'''
* At level 7, you attack TWICE when you take the Attack action
* While raging, '''first creature you hit''' with attack on your turn has '''disadvantage''' on any attack that isn't against you
* '''Total damage with Flametongue:''' (2d6+7 slashing + 2d6 fire) × 2 = ~40 damage per turn
* When creature marked by you hits ally who can see in range, that ally has '''resistance''' to damage dealt by attack
* '''With Reckless Attack:''' Even higher due to advantage on both attacks
* Effect lasts until start of your next turn


'''3. Reckless Attack (Advantage on All Attacks)'''
'''Spirit Shield (Reaction):'''
* When you make your first attack on your turn, you can choose to attack recklessly
* 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)
* 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)'''
'''Rally the Line (3/Long Rest):'''
* Some barbarian paths get bonus action attacks
* As reaction when an ally who can hear you fails a saving throw, your words give them strength and they reroll the save
* You have Ancestral Guardian, so you don't have this
* Your bonus action is typically used for Rage activation


=== Bonus Actions ===
=== Bonus Actions ===
* '''Rage (Enter):''' Enter rage state (4/Long Rest)
* '''Extend Rage:''' Keep rage going by attacking or taking damage
=== 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 ===
* '''Unarmored Defense:''' While not wearing armor, your base AC equals 15 + any Shield bonus
* '''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
* '''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
* '''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
* '''Feral Instinct:''' Advantage on Initiative rolls
* '''4: Weapon Mastery:''' Proficient (see above)
* '''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


* '''Rage:''' Activate rage (4/long rest)
=== Magic Items (Attuned) ===
  * Gain damage resistance to physical damage (halve bludgeoning, piercing, slashing from non-magical sources)
* '''Staff of Defense (Attuned):''' Provides defensive bonuses
  * +2 damage to melee weapon attacks
* '''Returning Trident (Attuned):''' Returns after being thrown
  * Advantage on Strength checks and saves
* '''Improved Armor of Necrotic Resistance, Breastplate (Attuned):''' AC +20, necrotic resistance
  * 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)


=== Reactions ===
== Spells ==


* '''Opportunity Attack:''' When enemy leaves your reach without Disengaging
=== 1st Level ===
* '''Spirit Shield (Ancestral Guardian Feature):'''
* '''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)
  * When ally within 30 feet takes damage, use reaction to reduce damage by 2d6
* '''Shield:''' +5 AC (Staff of Defense, 1R, Self, V,S, 1 round) PHB-2024 276 (2 Charges (10/10), D: 1Rnd, V/S)
  * Can protect allies from ranged attacks, spells, or melee
* '''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)
  * '''Use when:''' Squishy allies (Shade, Gootcha, Keyleth) are being targeted


=== Passive Abilities (Always On) ===
=== 3rd Level ===
* '''Sending:''' Send message (Sending Stones, 1A, Unlimited, V,S,M, instantaneous) PHB-2024 314 (1 Charge, V/S/M)


* '''Rage:''' Damage resistance + damage bonus + advantage on Str checks/saves (when active)
== SOCIAL SITUATIONS ==
* '''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
* '''Danger Sense:''' Advantage on Dex saves vs effects you can see (traps, spells, etc.)
* '''Feral Instinct:''' Advantage on Initiative rolls
* '''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)


== SOCIAL SITUATIONS - How Can I Interact? ==
=== Skill Bonuses ===
* '''Acrobatics (DEX):''' +6
* '''Animal Handling (WIS):''' +3
* '''Arcana (INT):''' +0
* '''Athletics (STR):''' +7
* '''Deception (CHA):''' -1
* '''History (INT):''' +0
* '''Insight (WIS):''' +0
* '''Intimidation (CHA):''' +2
* '''Investigation (INT):''' +0
* '''Medicine (WIS):''' +0
* '''Nature (INT):''' +3
* '''Perception (WIS):''' +3
* '''Performance (CHA):''' -1
* '''Persuasion (CHA):''' -1
* '''Religion (INT):''' +0
* '''Sleight of Hand (DEX):''' +3
* '''Stealth (DEX):''' +3
* '''Survival (WIS):''' +3


'''Skill Proficiencies:'''
=== Passive Scores ===
* '''Intimidation:''' +5 (good for threats and commanding presence)
* '''Passive Perception:''' 13
* '''Athletics:''' +7 (excellent at grappling, climbing, jumping, pushing)
* '''Passive Insight:''' 10
* '''Perception:''' +4 (spotting hidden things)
* '''Passive Investigation:''' 10
* '''Survival:''' +4 (tracking, foraging, navigation)
* '''Animal Handling:''' Moderate (depends on build)


'''Special Abilities:'''
=== Senses ===
* '''Half-Orc Appearance:''' Naturally intimidating due to size and tusks
* '''Darkvision:''' 60 ft
* '''Relentless Endurance:''' Reputation for being nearly impossible to kill
* '''Order of the Gauntlet Member:''' Authority when dealing with evil and protecting innocents
* '''Ancestral Spirits:''' Your ancestors guide you - can be roleplayed as spiritual wisdom


'''Roleplay Strengths:'''
=== Social Features ===
* Natural protector and guardian
* '''Menacing:''' Proficiency in Intimidation
* Fierce warrior with strong sense of justice
* '''Relentless Endurance:''' Drop to 1 HP instead of 0 (once per long rest)
* Connection to ancestral spirits (spiritual insight)
* Intimidating presence when needed
* Loyal to Order of the Gauntlet's mission (destroy evil, protect the weak)


== EXPLORATION - How Can I Help Outside Combat? ==
=== Languages ===
* Common, Dwarvish, 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 ===
* '''Danger Sense:''' Advantage on Dex saves vs traps and hazards you can see
* '''Walking Speed:''' 40 ft (30 ft base + 10 ft from Fast Movement)
* '''Feral Instinct:''' Advantage on Initiative (go first in surprise rounds)
* '''Darkvision:''' 60 ft
* '''Relentless Endurance:''' Survive deadly traps better (1/long rest)
* '''Rage:''' Advantage on Strength checks (breaking down doors, bending bars, moving heavy objects)


'''Movement:'''
=== Useful Abilities for Exploration ===
* '''Speed:''' 30 feet (40 feet if unarmored, depending on build)
* '''Fast Movement:''' +10 ft speed while not wearing Heavy armor
* '''Athletics Expert:''' Best at climbing, jumping, swimming
* '''Danger Sense:''' Advantage on Dexterity saving throws (traps, hazards)
* '''Feral Instinct:''' Advantage on Initiative rolls
* '''Darkvision:''' See in darkness up to 60 ft
* '''Relentless Endurance:''' Survive dropping to 0 HP once per long rest


'''Other Abilities:'''
=== Tools ===
* '''Darkvision:''' See in dim light as bright, darkness as dim (60 feet, Half-Orc racial)
* '''Navigator's Tools:''' Navigation and map reading
* '''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
|-
| '''Hit Dice''' || 7d12 || Long Rest
|-
|-
| '''Rage''' || 4 uses || Long Rest
| '''Rage''' || 4 uses || Long Rest
|-
|-
| '''Spirit Shield''' || Unlimited || Once per round (uses reaction)
| '''Rage Duration''' || Up to 10 minutes || Per Rage
|-
| '''Instinctive Pounce''' || Per Rage entry || With Rage
|-
| '''Reckless Attack''' || Unlimited (1st attack/turn) || Always Available
|-
| '''Extra Attack''' || Always Available || -
|-
| '''Spirit Shield''' || Per Reaction || While Raging
|-
| '''Rally the Line''' || 3 uses || Long Rest
|-
| '''Restraining Ward''' || 3 uses || Long Rest
|-
|-
| '''Relentless Endurance''' || 1 use || Long Rest
| '''Relentless Endurance''' || 1 use || Long Rest
|-
|-
| '''Savage Attacks''' || Unlimited || When you crit
| '''Shield of Faith (Order of Gauntlet)''' || 1 use || Long Rest
|-
| '''Staff of Defense - Mage Armor''' || 1 charge (10/10) || Unknown
|-
|-
| '''Reckless Attack''' || Unlimited || Every turn (choose to activate)
| '''Staff of Defense - Shield''' || 2 charges (10/10) || Unknown
|-
|-
| '''Ancestral Protectors''' || Unlimited || Always active when raging
| '''Sending Stones''' || 1 charge || Unknown
|}
|}
'''Important Notes:'''
* 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
* Spirit Shield costs nothing except your reaction - use it liberally
* Reckless Attack is a choice every turn - you control when to use it
* Ancestral Protectors automatically activates when you hit while raging
== COMMON TACTICS ==
'''1. The Ancestral Tank (Protect Your Squishies)'''
* 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)'''
* Rage (bonus action)
* Attack with Reckless Attack (advantage on both attacks)
* Use Flametongue greatsword two-handed
* '''Damage:''' 2 attacks × (2d6+7 slashing + 2d6 fire) with advantage = ~45+ damage per turn
* '''Why:''' Advantage drastically increases hit chance and crit chance
'''3. The Controller (Grapple and Lock Down)'''
* Rage (bonus action) - gain advantage on Strength checks
* Attack enemy once
* Use your second attack to grapple (Athletics check with advantage vs their Athletics/Acrobatics)
* 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 (bonus action)
* Use Reckless Attack against boss
* Attack twice with Flametongue greatsword
* 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)'''
* Rage active (resistance to physical damage)
* High HP pool (65+)
* Relentless Endurance ready (drop to 1 HP instead of 0)
* Allies can heal you or you can recover naturally
* '''Why:''' You can tank incredible amounts of damage, drawing attacks away from fragile allies
'''6. The Opener (Alpha Strike)'''
* Use Feral Instinct advantage to go first in Initiative
* Close distance to priority target (spellcaster, archer)
* Rage (bonus action) + Reckless Attack
* Mark them with Ancestral Protectors (they have disadvantage vs allies)
* '''Why:''' Get into melee quickly and neutralize dangerous ranged enemies


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


'''On Your Turn, Usually Do One Of These:'''
'''In Combat:'''
# Rage (bonus action) → Attack twice with Reckless Attack → Ancestral Protectors apply
# Turn 1: Enter Rage (bonus action) + move half speed (Instinctive Pounce)
# Attack twice with Flametongue (if already raging) → Reckless Attack for advantage
# Make 2 attacks per turn (Extra Attack)
# Grapple priority target → Attack with one hand (if raging)
# First target hit gets disadvantage on attacks vs allies (Ancestral Protectors)
# Throw javelin at ranged enemy → Move closer → Ready to rage next turn
# Use Spirit Shield reaction to reduce ally damage by 2d6
# Attack first target → Move to protect ally → Use Spirit Shield when ally hit
# Use Reckless Attack for advantage (gives enemies advantage against you)
 
# Keep rage active by attacking or taking damage each turn
'''Opening Round (Start of Combat):'''
* 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):'''
* 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:'''
* Rage: Activate rage (4/long rest)
* Usually just used for Rage activation, then it's free for rest of combat
 
'''Reaction Options:'''
* Spirit Shield: Reduce damage to ally by 2d6 (30 ft range)
* Opportunity Attack: Standard melee attack when enemy leaves reach
 
'''Weapon Choice Guide:'''
* **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:'''
* 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):'''
- [ ] 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):'''
'''Before Combat:'''
- [ ] Target has disadvantage on attacks against anyone except you
# Consider using Reckless Attack if you need to hit badly
- [ ] Allies have resistance to all damage from that target
# Position near allies to protect them with Ancestral Protectors
- [ ] Lasts until start of your next turn
# Save Spirit Shield reaction for protecting squishies
- [ ] Reapply by hitting (can be same target or new target)


'''Damage Breakdown:'''
'''Key Numbers to Remember:'''
* '''Basic attack (not raging):''' 2d6+5 = ~12 per hit
* Rage Bonus Damage: '''+2'''
* '''Raging:''' 2d6+7 = ~14 per hit
* Rage Resistance: '''Bludgeoning, Piercing, Slashing, Necrotic'''
* '''Raging + Flametongue fire:''' 2d6+7 slashing + 2d6 fire = ~21 per hit
* Spirit Shield: '''Reduce damage by 2d6''' (reaction)
* '''Two attacks per turn (raging, Flametongue):''' ~42 damage
* Extra 2d6 vs dragons/dragonkin (Ancestral Enemy)
* '''With Reckless Attack advantage:''' ~50+ damage (higher hit rate and crit chance)
* AC: '''18'''
* '''Critical hit (raging, Flametongue, Savage Attacks):''' 3d6+7 slashing + 2d6 fire = ~25-30 per crit
* Rage Uses: '''4/Long Rest'''
* Rally the Line: '''3/Long Rest''' (ally rerolls failed save)


'''Tanking Capacity:'''
'''Weapon Mastery Effects:'''
* HP: ~65+ (highest in party)
* '''Cleave (Greataxe/Greatsword):''' Hit second target within 5 ft after hitting first
* Rage: Resistance to physical damage (effectively ~130 HP against non-magical attacks)
* '''Topple (Lance/Trident/Garmok's Flail):''' Target makes CON save or falls Prone
* Relentless Endurance: Drop to 1 HP instead of 0 once per long rest
* '''Vex (Handaxe):''' Advantage on next attack vs same target
* Spirit Shield: Redirect 2d6 damage from allies to prevention
* '''Sap (Corpse Slayer Mace):''' Disadvantage on target's next attack
* '''You can tank 100+ damage in a single combat while protecting allies'''
* '''Graze (Glaive):''' Deal ability mod damage even on miss


'''Positioning Tips:'''
'''Resistances:'''
* Stand between enemies and your squishy allies (Shade, Gootcha, Keyleth)
* While Raging: Bludgeoning, Piercing, Slashing, Necrotic
* Use Ancestral Protectors on enemies targeting your backline
* Necrotic Resistance (from armor, always active)
* Don't chase - let enemies come to you or stay in range of allies to protect
* Advantage vs Dragon Breath Weapons
* Use Spirit Shield on allies who are hit by big attacks (save them from crits or spells)


[[Category:Player Resources]]
'''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]]

Revision as of 15:41, 23 January 2026

Xanphina - Player Guide

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

Overview

Core Stats:

  • AC: 18 (Light Armor, Medium Armor, Shields)
  • HP: 82 (Max)
  • Speed: 40 ft.
  • Initiative: +3
  • Proficiency Bonus: +3

Ability Scores:

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

Saving Throws:

  • Strength: +7
  • Dexterity: +6 (Advantage against the breath weapons of creatures that have the dragon type)
  • Constitution: +5
  • Intelligence: +0
  • Wisdom: +0
  • Charisma: +2

COMBAT - What Can I Do On My Turn?

Basic Actions

  • Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise

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))
  • Garmok's Flail of Restraining: +9 to hit, 1d8+8 bludgeoning (+1d6 Psychic, Martial, Sap, Reach)
  • 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)
  • Handaxe, +1: +8 to hit, 1d6+7 slashing (Simple, Light, Thrown, Vex, Range 20/60)

Special Combat Abilities

RAGE (CORE BARBARIAN FEATURE):

  • 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:

  • Make an attack roll against enemy
  • Force enemy to make saving throw
  • Take Bonus Action to extend your Rage

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

Rage (Enter): 4/Long Rest, 1 Bonus Action

Ancestral Guardian Features

Ancestral Protectors (CRITICAL):

  • While raging, first creature you hit with attack on your turn has disadvantage on any attack that isn't against you
  • 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

Spirit Shield (Reaction):

  • 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):

  • As reaction when an ally who can hear you fails a saving throw, your words give them strength and they reroll the save

Bonus Actions

  • Rage (Enter): Enter rage state (4/Long Rest)
  • Extend Rage: Keep rage going by attacking or taking damage

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

  • Unarmored Defense: While not wearing armor, your base AC equals 15 + any Shield bonus
  • 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
  • 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
  • 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
  • Feral Instinct: Advantage on Initiative rolls
  • 4: Weapon Mastery: Proficient (see above)
  • 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)

  • 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

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)
  • 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)

3rd Level

  • Sending: Send message (Sending Stones, 1A, Unlimited, V,S,M, instantaneous) PHB-2024 314 (1 Charge, V/S/M)

SOCIAL SITUATIONS

Skill Bonuses

  • Acrobatics (DEX): +6
  • Animal Handling (WIS): +3
  • Arcana (INT): +0
  • Athletics (STR): +7
  • Deception (CHA): -1
  • History (INT): +0
  • Insight (WIS): +0
  • Intimidation (CHA): +2
  • Investigation (INT): +0
  • Medicine (WIS): +0
  • Nature (INT): +3
  • Perception (WIS): +3
  • Performance (CHA): -1
  • Persuasion (CHA): -1
  • Religion (INT): +0
  • Sleight of Hand (DEX): +3
  • Stealth (DEX): +3
  • Survival (WIS): +3

Passive Scores

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

Senses

  • Darkvision: 60 ft

Social Features

  • Menacing: Proficiency in Intimidation
  • Relentless Endurance: Drop to 1 HP instead of 0 (once per long rest)

Languages

  • Common, Dwarvish, Orc

EXPLORATION

Movement

  • Walking Speed: 40 ft (30 ft base + 10 ft from Fast Movement)
  • Darkvision: 60 ft

Useful Abilities for Exploration

  • Fast Movement: +10 ft speed while not wearing Heavy armor
  • Danger Sense: Advantage on Dexterity saving throws (traps, hazards)
  • Feral Instinct: Advantage on Initiative rolls
  • Darkvision: See in darkness up to 60 ft
  • Relentless Endurance: Survive dropping to 0 HP once per long rest

Tools

  • Navigator's Tools: Navigation and map reading

RESOURCE MANAGEMENT

Resource Total Recharges
Hit Dice 7d12 Long Rest
Rage 4 uses Long Rest
Rage Duration Up to 10 minutes Per Rage
Instinctive Pounce Per Rage entry With Rage
Reckless Attack Unlimited (1st attack/turn) Always Available
Extra Attack Always Available -
Spirit Shield Per Reaction While Raging
Rally the Line 3 uses Long Rest
Restraining Ward 3 uses Long Rest
Relentless Endurance 1 use Long Rest
Shield of Faith (Order of Gauntlet) 1 use Long Rest
Staff of Defense - Mage Armor 1 charge (10/10) Unknown
Staff of Defense - Shield 2 charges (10/10) Unknown
Sending Stones 1 charge Unknown

QUICK REFERENCE

In Combat:

  1. Turn 1: Enter Rage (bonus action) + move half speed (Instinctive Pounce)
  2. Make 2 attacks per turn (Extra Attack)
  3. First target hit gets disadvantage on attacks vs allies (Ancestral Protectors)
  4. Use Spirit Shield reaction to reduce ally damage by 2d6
  5. Use Reckless Attack for advantage (gives enemies advantage against you)
  6. Keep rage active by attacking or taking damage each turn

Before Combat:

  1. Consider using Reckless Attack if you need to hit badly
  2. Position near allies to protect them with Ancestral Protectors
  3. Save Spirit Shield reaction for protecting squishies

Key Numbers to Remember:

  • Rage Bonus Damage: +2
  • 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:

  • Cleave (Greataxe/Greatsword): Hit second target within 5 ft after hitting first
  • 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:

  • While Raging: Bludgeoning, Piercing, Slashing, Necrotic
  • Necrotic Resistance (from armor, always active)
  • Advantage vs Dragon Breath Weapons

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.