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- Argentis Aurum (Beast Barb. 4/[Monk 1]/ Mon.Hun. Fighter 6)
- 10,9,15,14,16,15
- Str 20 (16+2RACE+2ASI)
- Dex 16 (15+1ASI)
- Con 16 (15+1ASI)
- Int 9 (9)
- Wis 14 (14)
- Cha 15 (14+1RACE)
- --SKILLS--
- Athletics: +9
- Perception: +6
- Intimidation: +6
- Survival: +6
- Insight: +6
- Arcana: +3
- Investigation: +3
- AC: 16
- HP: 125
- Speed: 30
- Prof Bonus: 4
- RESISTANCE: Lightning.
- DRACONIC FIST: +9, 1d8+7 (+4d8 Pool), 3 times.
- FULGRATE BREATH: DC 15 SAVE, 3d6 Lightning Damage. Use a Standard Action to breathe Lightning. 4d6 at 11th, 5d6 at 16th. Recharge on short rest.
- TANARUKK SKULL TROPHY: Skull of a Demon slayed by Argentis.
- ||BACKGROUND||
- --OUTLANDER--
- Proficiencies: Athletics, Survival, Woodworker's Tools.
- Languages: Draconic, Common, Infernal, TO BE DETERMINED.
- --GENERAL FEATS--
- Tough - Your HP increases by twice your level when you gain this feat. Whenever you level, your hit point maximum increases by an additional 2 hit points.
- --CLASS FEATS--
- RAGE:
- 3/day. Lasts 1 minute.
- Advantage on Strength checks and saving throws.
- When you make a weapon attack using Strength, you gain a +2 damage bonus.
- You have resistance to bludgeoning, piercing, and slashing damage.
- UNARMORED DEFENSE:
- Your armor class equals 10 + your Dexterity modifier + your Constitution modifier.
- DANGER SENSE:
- You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
- RECKLESS ATTACK:
- When you make your first attack on your turn, you can attack recklessly. Doing so gives you advantage on all attack rolls, but attack rolls against you have advantage until your next turn.
- PRIMAL KNOWLEDGE:
- When you reach 3rd and 10th level, you gain proficiency in one skill from the list of barbarian skills at 1st level.
- FORM OF THE DRAGON
- When you enter your rage you manifest a natural weapon. It counts as a simple melee weapon. You choose the weapon’s form each time you rage:
- BITE: Your teeth grow sharp and long. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
- CLAWS: Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
- TAIL: Your tail deals 1d8 piercing damage on a hit and has reach. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll 1d8 and add it to your AC until the beginning of your next turn.
- UNARMED FIGHTING STYLE:
- Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit if you aren't wielding any weapons or a shield. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- SECOND WIND:As a bonus action roll 1d10+6 and add it to HP.
- COMBAT SUPERIORITY:
- You have 5D8 superiority dice. You regain all of your expended dice when you finish a short rest. You gain another die at 15th level.
- PRECISION ATTACK: You can use a superiority die to add it to the attack roll. You can do this before or after making the attack roll.
- SHARPENED ATTACK: When you hit a creature with an attack, you can use a die to add it to the damage roll. You can use this ability after rolling damage. If the target is concentrating on a spell they roll at disadvantage to save the spell.
- SHARPENED SENSES: When you make a Perception check or an Insight check you can use a die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
- SUPERIOR WILLPOWER: When you make an INT/WIS/CHA saving throw, you can use a die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
- HUNTER'S MYSTICISM
- At 3rd level, you can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spell ability for these spells.
- In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
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