Xanphina/Player Guide: Difference between revisions

From Deez Nuts' Sword Coast Campaign
Jump to navigation Jump to search
Updated Xanphina Player Guide with comprehensive tabular format matching Shade's guide structure - includes all weapons, abilities, tactics, and quick reference sections
Update to Level 8 Orc Barbarian: new race traits (Darkvision 120, Adrenaline Rush), Primal Knowledge, Bomber & Tough feats, HP 101/AC 21, Cold resistance, updated saves/skills/weapons; removed Half-Orc Savage Attacks/Menacing and necrotic resistance
Line 1: Line 1:
= Xanphina - Player Guide =
= Xanphina - Player Guide =
 
Xanphina is a '''Level 8 Orc Barbarian (Path of the Ancestral Guardian)''' with the Wildraised Survivor background. Xanphina is a member of the '''Order of the Gauntlet'''.
'''Xanphina''' is a '''Level 7 Half-Orc Barbarian''' (Path of the Ancestral Guardian) with the Wildraised Survivor background. Xanphina is a member of the Order of the Gauntlet.


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


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


'''Core Stats:'''
'''Core Stats:'''
* '''AC:''' 18 (Improved Armor of Necrotic Resistance, Breastplate)
* '''AC:''' 21 (Dragonguard breastplate + Shield +1 + Cloak of Protection)
* '''HP:''' 82 (Max) - Highest in the party
* '''HP:''' 101 (Max) — highest in the party (boosted by the Tough feat)
* '''Speed:''' 40 ft (30 ft base + 10 ft Fast Movement)
* '''Speed:''' 40 ft (30 ft base + 10 ft Fast Movement)
* '''Initiative:''' +3 (Advantage due to Feral Instinct)
* '''Initiative:''' +3 (advantage from Feral Instinct)
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3


'''Ability Scores:'''
'''Ability Scores:''' STR 18 (+4) | DEX 17 (+3) | CON 16 (+3) | INT 10 (+0) | WIS 10 (+0) | CHA 8 (−1)
* STR 18 (+4) | DEX 16 (+3) | CON 14 (+2)
* INT 10 (+0) | WIS 10 (+0) | CHA 8 (-1)


'''Saving Throws:'''
'''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'''.
* Strength: +7
* Dexterity: +6 (Advantage against dragon breath weapons)
* Constitution: +5
* Charisma: +2
* '''While Raging:''' Advantage on Strength saves


'''Resistances:'''
'''Resistances:'''
* '''While Raging:''' Bludgeoning, Piercing, Slashing, Necrotic (effectively ~164 HP vs physical attacks)
* '''While Raging:''' Bludgeoning, Piercing, Slashing (half damage from weapons)
* '''Always:''' Necrotic (from Improved Armor of Necrotic Resistance)
* '''Always:''' '''Cold''' (from Boots of the Winterlands)


== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==
Line 44: Line 35:


{| class="wikitable"
{| class="wikitable"
! Weapon !! Attack Bonus !! Avg Damage (Normal) !! Avg Damage (Raging) !! Damage Roll !! Damage Type !! Range !! Properties
! 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.
|-
|-
| '''Garmok's Flail of Restraining''' || +9 || 14 || 16 || 1d8+8 bludgeoning (+1d6 psychic vs restrainable targets) || Bludgeoning/Psychic || Reach (10 ft) || Sap, Reach, +1d6 psychic when restraining
| '''Javelin, +1''' || +8 || 1d6+5 || Piercing || Thrown 30/120 || Slow.
|-
|-
| '''Greataxe, +1''' || +8 || 13 || 15 || 1d12+7 slashing || Slashing || Melee || Cleave, Heavy, Two-Handed
| '''Maul''' || +7 || 2d6+4 || Bludgeoning || Melee || Topple, Heavy, Two-Handed.
|-
|-
| '''Greatsword, +1''' || +8 || 13 || 15 || 2d6+7 slashing || Slashing || Melee || Graze, Heavy, Two-Handed
| '''Longsword, +1''' || +8 || 1d8+5 (1d10+5 versatile) || Slashing || Melee || Sap, Versatile.
|-
|-
| '''Handaxe, +1''' || +8 || 11 || 13 || 1d6+7 slashing || Slashing || 20/60 ft || Vex, Light, Thrown
| '''Warhammer, +1''' || +8 || 1d8+5 (1d10+5 versatile) || Bludgeoning || Melee || Push, Versatile.
|-
|-
| '''Corpse Slayer Mace''' || +7 || 10 || 12 || 1d6+6 bludgeoning || Bludgeoning || Melee || Sap, Simple
| '''Handaxe, +1''' || +8 || 1d6+5 || Slashing || Thrown 20/60 || Vex, Light.
|-
|-
| '''Crossbow, Heavy''' || +6 || 8 || 8* || 1d10+3 piercing || Piercing || 100/400 ft || Loading, Two-Handed, Slow, Heavy
| '''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
'''*Note:''' Rage damage bonus (+2) does NOT apply to ranged attacks


==== Critical Hit Damage (with Savage Attacks) ====
==== Critical Hit Damage ====


''On a crit you double the weapon dice (you no longer have the old “Savage Attacks” extra die).''
{| class="wikitable"
{| class="wikitable"
! Weapon !! Normal Crit !! With Savage Attacks !! Average Crit Damage (Raging)
! Weapon !! Crit Dice (Raging) !! Approx. Damage
|-
|-
| '''Garmok's Flail''' || 2d8+8 + 2d6 psychic || 3d8+8 + 3d6 psychic || 34 (if psychic applies)
| '''Garmok's Flail''' || 2d8+6 + 2d6 || ~26 (psychic included)
|-
|-
| '''Greataxe, +1''' || 2d12+7 || 3d12+7 || 27
| '''Greataxe, +1''' || 2d12+5 +2 rage || ~22
|-
|-
| '''Greatsword, +1''' || 4d6+7 || 5d6+7 || 27
| '''Greatsword, +1''' || 4d6+5 +2 rage || ~21
|-
|-
| '''Handaxe, +1''' || 2d6+7 || 3d6+7 || 20
| '''Improved Javelin of Lightning''' || 2d6+4 + 8d6 lightning || ~39 (huge, limited charges)
|}
|}


Line 107: Line 112:
|}
|}


==== Defensive/Tank Abilities ====
==== Defensive/Tank Abilities ===


{| class="wikitable"
{| class="wikitable"
Line 116: Line 121:
| '''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
| '''Spirit Shield''' || Reduce damage to ally by 2d6 (4d6 vs dragons/dragonkin) || Reaction, unlimited while raging || 30 ft (60 ft vs dragons) || Protect squishy allies
|-
|-
| '''Unarmored Defense''' || AC = 15 + shield bonus (without armor) || Always active || Self || Alternative to armor
| '''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
| '''Danger Sense''' || Advantage on DEX saves vs effects you can see || Always active unless incapacitated || Self || Better vs fireballs, traps, breath weapons
Line 122: Line 127:
| '''Rally the Line''' || Ally who can hear you rerolls failed save || 3/Long Rest || Audible range || Order of the Gauntlet Rank 2
| '''Rally the Line''' || Ally who can hear you rerolls failed save || 3/Long Rest || Audible range || Order of the Gauntlet Rank 2
|-
|-
| '''Relentless Endurance''' || Drop to 1 HP instead of 0 || 1/Long Rest || Self || Half-Orc last stand
| '''Relentless Endurance''' || Drop to 1 HP instead of 0 || 1/Long Rest || Self || Orc last stand (drop to 1 HP, 1/long rest)
|}
|}


Line 137: Line 142:
|-
|-
| '''Shield of Faith''' || Ally gains +2 AC for 10 minutes (concentration) || 1/Long Rest || Order of the Gauntlet Rank 1
| '''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
|}
|}


Line 158: Line 169:
! Ability !! Effect !! Notes
! Ability !! Effect !! Notes
|-
|-
| '''Rage Resistance''' || Resistance to bludgeoning, piercing, slashing, necrotic damage || Only while raging, effectively doubles HP vs these damage types
| '''Rage Resistance''' || Resistance to bludgeoning, piercing & slashing damage || Only while raging; effectively doubles HP vs weapons
|-
|-
| '''Ancestral Protectors''' || First creature hit each turn while raging has disadvantage vs allies and allies resist its damage || Mark high-priority targets threatening backline
| '''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)
|-
|-
| '''Feral Instinct''' || Advantage on Initiative rolls || Likely to go first in combat
| '''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
| '''Danger Sense''' || Advantage on DEX saves vs effects you can see || Better vs traps, breath weapons, fireballs
|-
|-
| '''Fast Movement''' || +10 ft speed while not wearing heavy armor || 40 ft walking speed
| '''Fast Movement''' || +10 ft speed while not in heavy armor || 40 ft walking speed
|-
|-
| '''Darkvision''' || See in darkness (shades of gray) up to 60 ft || Half-Orc racial
| '''Darkvision''' || See in darkness up to '''120 ft''' || Orc racial (improved range)
|-
|-
| '''Menacing''' || Proficiency in Intimidation || Half-Orc racial
| '''Relentless Endurance''' || When reduced to 0 HP (not killed outright), drop to 1 HP instead || 1/Long Rest, Orc racial
|-
|-
| '''Savage Attacks''' || On critical hit, roll one extra weapon die || Increases crit damage significantly
| '''Adrenaline Rush''' || Bonus Action to Dash and gain '''3 temp HP''' || 3 uses, regain on a Short or Long Rest (Orc racial)
|-
|-
| '''Relentless Endurance''' || When reduced to 0 HP, drop to 1 HP instead || 1/Long Rest, Half-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
|}
|}


Line 181: Line 196:
=== Skill Bonuses ===
=== Skill Bonuses ===


''Proficient skills shown in bold. While raging, Primal Knowledge lets you make Acrobatics, Intimidation, Perception, Stealth & Survival checks as STR checks.''
{| class="wikitable"
{| class="wikitable"
! Skill !! Bonus !! Notes
! Skill !! Bonus !! Notes
|-
|-
| '''Athletics (STR)''' || +7 || Best grappler, climber, swimmer in party
| '''Athletics (STR)''' || +7 || Best grappler, climber, swimmer in the party
|-
|-
| '''Acrobatics (DEX)''' || +6 || Balance, tumbling, escaping grapples
| '''Acrobatics (DEX)''' || +6 || Balance, tumbling, escaping grapples
|-
|-
| '''Animal Handling (WIS)''' || +3 || Calm animals, handle mounts
| '''Stealth (DEX)''' || +6 || Surprisingly sneaky for a tank
|-
|-
| '''Perception (WIS)''' || +3 || Spot hidden creatures, notice details
| '''Perception (WIS)''' || +3 || Now proficient (Primal Knowledge)
|-
| '''Nature (INT)''' || +3 || Wilderness knowledge
|-
|-
| '''Survival (WIS)''' || +3 || Tracking, foraging, navigation
| '''Survival (WIS)''' || +3 || Tracking, foraging, navigation
|-
|-
| '''Stealth (DEX)''' || +3 || Sneaking (difficult in medium armor)
| '''Sleight of Hand (DEX)''' || +3 ||
|-
|-
| '''Intimidation (CHA)''' || +2 || Threatening presence
| '''Intimidation (CHA)''' || +2 || Threatening presence (proficient)
|}
|}


Line 207: Line 221:


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


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


== EXPLORATION ==
== EXPLORATION ==
Line 219: Line 233:
=== Movement & Senses ===
=== Movement & Senses ===
* '''Walking Speed:''' 40 ft (30 ft base + 10 ft Fast Movement)
* '''Walking Speed:''' 40 ft (30 ft base + 10 ft Fast Movement)
* '''Darkvision:''' 60 ft
* '''Darkvision:''' 120 ft
* '''Climbing/Swimming:''' Athletics +7 makes you the best climber in party
* '''Climbing/Swimming:''' Athletics +7 makes you the best climber in party


Line 231: Line 245:


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


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==
Line 238: Line 253:
! Resource !! Total !! Recharges !! Current Status
! Resource !! Total !! Recharges !! Current Status
|-
|-
| '''Hit Dice (d12)''' || 7 || Long Rest || Track usage
| '''Hit Dice (d12)''' || 8 || Long Rest || Track usage
|-
|-
| '''Rage''' || 4 uses || Long Rest || Lasts up to 10 minutes each
| '''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
| '''Reckless Attack''' || Unlimited || Always available || Choose each turn
Line 312: Line 329:
   * Two attacks per turn with advantage
   * Two attacks per turn with advantage
   * +2 damage per hit from rage
   * +2 damage per hit from rage
   * ~10% crit chance with advantage (Savage Attacks!)
   * ~10% crit chance with advantage


2. '''Weapon Choice for Damage:'''
2. '''Weapon Choice for Damage:'''
Line 442: Line 459:
'''Rage Bonuses:'''
'''Rage Bonuses:'''
* +2 damage per melee attack
* +2 damage per melee attack
* Resistance to bludgeoning, piercing, slashing, necrotic (half damage)
* Resistance to bludgeoning, piercing & slashing (half damage)
* Advantage on STR checks and saves
* Advantage on STR checks and saves


'''Defensive Numbers:'''
'''Defensive Numbers:'''
* AC: 18 (excellent for barbarian)
* AC: 21 (excellent for a barbarian)
* HP: 82 (highest in party)
* HP: 101 (highest in party)
* Effective HP while Raging: ~164 vs physical attacks
* Effective HP while Raging: ~200 vs physical attacks
* Spirit Shield: 2d6 (avg 7) damage reduction to allies
* Spirit Shield: 2d6 (avg 7) damage reduction to allies
* Spirit Shield vs Dragons: 4d6 (avg 14) damage reduction to allies
* Spirit Shield vs Dragons: 4d6 (avg 14) damage reduction to allies
Line 562: Line 579:
* '''Advantage on DEX Saves:''' Danger Sense vs visible effects
* '''Advantage on DEX Saves:''' Danger Sense vs visible effects
* '''Advantage on STR Saves:''' While raging
* '''Advantage on STR Saves:''' While raging
* '''Resistant to Physical Damage:''' While raging (bludgeoning, piercing, slashing, necrotic)
* '''Resistant to Physical Damage:''' While raging (bludgeoning, piercing, slashing)
* '''Drop to 1 HP:''' Relentless Endurance (1/LR) - survive lethal damage
* '''Drop to 1 HP:''' Relentless Endurance (1/LR) - survive lethal damage


Line 581: Line 598:
7. '''Feral Instinct = Advantage on Initiative:''' Tell DM before rolling initiative
7. '''Feral Instinct = Advantage on Initiative:''' Tell DM before rolling initiative


8. '''Savage Attacks on Crits:''' Roll one extra weapon die on critical hits
8. '''Big thrown burst:''' Improved Javelin of Lightning adds 4d6 lightning (3 charges)


9. '''Relentless Endurance Once Per Long Rest:''' Track usage carefully
9. '''Relentless Endurance Once Per Long Rest:''' Track usage carefully
Line 590: Line 607:


'''While Raging, You Have:'''
'''While Raging, You Have:'''
- □ Resistance to bludgeoning, piercing, slashing, necrotic damage (half damage)
- □ Resistance to bludgeoning, piercing & slashing damage (half damage)
- □ +2 bonus to all melee weapon damage rolls
- □ +2 bonus to all melee weapon damage rolls
- □ Advantage on Strength checks and Strength saving throws
- □ Advantage on Strength checks and Strength saving throws

Revision as of 23:30, 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