Xanphina/Player Guide

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This is a beginner-friendly guide for playing Xanphina. For full character details, see Xanphina.

Overview

Role in the Party: Front-Line Tank, Melee Damage Dealer & Ancestral Protector

Core Strengths:

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

Key Stats to Know:

  • AC: ~16 (medium armor + Dex or unarmored defense)
  • HP: ~65+ (HIGHEST in the party - you're the tank)
  • Rage Damage Bonus: +2 per hit
  • Reckless Attack: Advantage on all melee attacks (but enemies get advantage on you)
  • Rage Uses: 4 per long rest
  • Spirit Shield: 2d6 damage reduction for allies (reaction)

COMBAT - What Can I Do On My Turn?

Your Turn (Main Action)

1. Melee Weapon Attack (Your Bread and Butter)

You have multiple weapon options:

Flametongue Greatsword (Two-Handed):

  • To hit: +7
  • Damage: 2d6+5 slashing + 2d6 fire (when activated)
  • + Rage: +2 damage per hit
  • Total: 2d6+7 slashing + 2d6 fire = ~20 damage per hit
  • When to use: Maximum damage, when you don't need a shield

Battleaxe (Versatile):

  • 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):

  • 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):

  • 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)

  • At level 7, you attack TWICE when you take the Attack action
  • Total damage with Flametongue: (2d6+7 slashing + 2d6 fire) × 2 = ~40 damage per turn
  • With Reckless Attack: Even higher due to advantage on both attacks

3. Reckless Attack (Advantage on All Attacks)

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

4. Frenzy (Bonus Action Attack - if you chose Frenzy instead of Ancestral)

  • Some barbarian paths get bonus action attacks
  • You have Ancestral Guardian, so you don't have this
  • Your bonus action is typically used for Rage activation

Bonus Actions

  • Rage: Activate rage (4/long rest)
 * Gain damage resistance to physical damage (halve bludgeoning, piercing, slashing from non-magical sources)
 * +2 damage to melee weapon attacks
 * Advantage on Strength checks and saves
 * 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

  • Opportunity Attack: When enemy leaves your reach without Disengaging
  • Spirit Shield (Ancestral Guardian Feature):
 * When ally within 30 feet takes damage, use reaction to reduce damage by 2d6
 * Can protect allies from ranged attacks, spells, or melee
 * Use when: Squishy allies (Shade, Gootcha, Keyleth) are being targeted

Passive Abilities (Always On)

  • Rage: Damage resistance + damage bonus + advantage on Str checks/saves (when active)
  • 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 Proficiencies:

  • Intimidation: +5 (good for threats and commanding presence)
  • Athletics: +7 (excellent at grappling, climbing, jumping, pushing)
  • Perception: +4 (spotting hidden things)
  • Survival: +4 (tracking, foraging, navigation)
  • Animal Handling: Moderate (depends on build)

Special Abilities:

  • Half-Orc Appearance: Naturally intimidating due to size and tusks
  • 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:

  • Natural protector and guardian
  • Fierce warrior with strong sense of justice
  • 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?

Skills for 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:

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

Movement:

  • Speed: 30 feet (40 feet if unarmored, depending on build)
  • Athletics Expert: Best at climbing, jumping, swimming

Other Abilities:

  • Darkvision: See in dim light as bright, darkness as dim (60 feet, Half-Orc racial)
  • Unarmored Movement: +10 speed when not wearing armor (if you're using unarmored defense)

RESOURCE MANAGEMENT

Resource Total Available Recharges On
Rage 4 uses Long Rest
Spirit Shield Unlimited Once per round (uses reaction)
Relentless Endurance 1 use Long Rest
Savage Attacks Unlimited When you crit
Reckless Attack Unlimited Every turn (choose to activate)
Ancestral Protectors Unlimited Always active when raging

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

On Your Turn, Usually Do One Of These:

  1. Rage (bonus action) → Attack twice with Reckless Attack → Ancestral Protectors apply
  2. Attack twice with Flametongue (if already raging) → Reckless Attack for advantage
  3. Grapple priority target → Attack with one hand (if raging)
  4. Throw javelin at ranged enemy → Move closer → Ready to rage next turn
  5. Attack first target → Move to protect ally → Use Spirit Shield when ally hit

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): - [ ] Target has disadvantage on attacks against anyone except you - [ ] Allies have resistance to all damage from that target - [ ] Lasts until start of your next turn - [ ] Reapply by hitting (can be same target or new target)

Damage Breakdown:

  • Basic attack (not raging): 2d6+5 = ~12 per hit
  • Raging: 2d6+7 = ~14 per hit
  • Raging + Flametongue fire: 2d6+7 slashing + 2d6 fire = ~21 per hit
  • Two attacks per turn (raging, Flametongue): ~42 damage
  • With Reckless Attack advantage: ~50+ damage (higher hit rate and crit chance)
  • Critical hit (raging, Flametongue, Savage Attacks): 3d6+7 slashing + 2d6 fire = ~25-30 per crit

Tanking Capacity:

  • HP: ~65+ (highest in party)
  • Rage: Resistance to physical damage (effectively ~130 HP against non-magical attacks)
  • Relentless Endurance: Drop to 1 HP instead of 0 once per long rest
  • Spirit Shield: Redirect 2d6 damage from allies to prevention
  • You can tank 100+ damage in a single combat while protecting allies

Positioning Tips:

  • Stand between enemies and your squishy allies (Shade, Gootcha, Keyleth)
  • Use Ancestral Protectors on enemies targeting your backline
  • Don't chase - let enemies come to you or stay in range of allies to protect
  • Use Spirit Shield on allies who are hit by big attacks (save them from crits or spells)