Xanphina/Player Guide
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:
- Turn 1: Enter Rage (bonus action) + move half speed (Instinctive Pounce)
- Make 2 attacks per turn (Extra Attack)
- First target hit gets disadvantage on attacks vs allies (Ancestral Protectors)
- Use Spirit Shield reaction to reduce ally damage by 2d6
- Use Reckless Attack for advantage (gives enemies advantage against you)
- Keep rage active by attacking or taking damage each turn
Before Combat:
- Consider using Reckless Attack if you need to hit badly
- Position near allies to protect them with Ancestral Protectors
- 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.