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.
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