Xanphina/Player Guide
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:
- Rage (bonus action) → Attack twice with Reckless Attack → Ancestral Protectors apply
- Attack twice with Flametongue (if already raging) → Reckless Attack for advantage
- Grapple priority target → Attack with one hand (if raging)
- Throw javelin at ranged enemy → Move closer → Ready to rage next turn
- 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)