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- NOJA LEVEL 6 BARBARIAN
- HP: 102 AC: 17 INITIATIVE: +3 SPEED: 40 ft. (8 sqrs.)
- Str: 21 Save: +8 (18 W/O Belt of Giant Str.) WEAPON - VICIOUS GREATAXE: 1d20 + 8, 1d10 + 5 (+3 Rage, Extra 2d6 on Crit.)
- Dex: 16 Save: +3
- Con: 18 Save: +7
- Int: 10 Save: +0
- Wis: 12 Save: +1
- Cha: 13 Save: +1
- SKILLS: Athletics +8, Stealth +6, Acrobatics +6, Intimidation +4, Perception +4, Insight +4, Survival +4, Nature +3
- LANGUAGES: Common, Orc,
- RAGE: 4/day. +3 Rage Damage. Rage as a bonus action. While raging you gain benefits if you aren't wearing heavy armor:
- Advantage on Strength checks and Strength Saves.
- When you make a melee attack using Strength, you gain a bonus to damage that increases as you gain barbarian levels.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Rage lasts for 1 minute. It ends early if you are unconscious or if you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
- PRIMAL PATH - PATH OF THE TOTEM: At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
- BEAR TOTEM: While raging you have resistance to all damage except psychic damage.
- ANIMAL ASPECT: At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
- TIGER: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
- TOUGH: Your hit points increases by twice your level when you gain this feat. Whenever you level thereafter, your hit point maximum increases by an additional 2 hit points.
- GREAT WEAPON MASTER: When you score a critical or reduce a creature to 0, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
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