{"name":"Swolic","class":"Battlerager Barbarian","level":"20","background":"Mercenary Veteran","race":"Mountain Dwarf","alignment":"LN","proficiency_bonus":"6","strength":"24","dexterity":"14","constitution":"22","intelligence":"8","wisdom":"11","charisma":"8","str_save":"13","dex_save":"2","con_save":"12","int_save":"-1","wis_save":"6","cha_save":"-1","hit_die":"12","total_hit_dice":"20","acrobatics":"2","animal_handling":"0","arcana":"-1","athletics":"19","deception":"-1","history":"-1","insight":"6","intimidation":"5","investigation":"-1","medicine":"-1","nature":"-1","perception":"6","performance":"-1","persuasion":"-1","religion":"-1","sleight_of_hands":"2","stealth":"2","survival":"0","proficiencies":"Brewers supplies \r\nSmithing Tools","armor_class":"16","hit_points":"265","initiative":"2","speed":"35","proficiences_and_languages":"","attacks":"Armor Spikes | [roll:1d20+13] | [roll:1d4+11]\r\nGut Armor Spikes | [roll:1d20+13] | [roll:1d4+15]\r\nGreataxe +3 | [roll:1d20+16] | [roll:1d12+14]\r\nGut Greataxe +3 | [roll:1d20+16] | [roll:1d12+18]\r\nGWM Greataxe +3 | [roll:1d20+12] | [roll:1d12+24]\r\nGut GWM Greataxe +3 | [roll:1d20+12] | [roll:1d12+28]","spellcasting":"","equipment":"","personality_trait":"Quick to crack a joke\r\nDoesn't have a filter when speaking to others\r\nIs brass towards people \r\nIs loyal to those who he has been around for a long time","ideal":"There\u2019s a stronger version of us somewhere, we must simply try to find it or train to be that.","bond":"He has forged a bond of Friendship with the Dragon Daddy Daycare. Has an obsession with putting monsters that he has slain on his armor. Has personalized them as spikes on his armor. ","flaw":"I\u2019m easily goaded with any slight to my courage or honor.\r\n\r\nAlthough considered brave by their kin, most battleragers are outcasts, rarely engaging in conversation with other dwarves. Children are kept away from battleragers, due to their aggressive nature and short temper.","features_and_traits":"Ability Score Increase +2 Str, +2 Con\r\nSize Medium\r\nSpeed 25 ft (not reduced by heavy armour)\r\nDarkvision. 60 ft.\r\n\r\nDwarven Armor Training. You have proficiency with light and medium armor.\r\n\r\nDwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.\r\n\r\nDwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.\r\n\r\nTool Proficiency. Choose one of smith\u2019s tools, brewer\u2019s supplies, or mason\u2019s tools.\r\n\r\nStonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.\r\n\r\nLanguages. Common, Dwarvish\r\n\r\nFEATS\r\n\r\nBrawny\r\nYou become stronger, gaining the following benefits:\r\n\r\nIncrease your Strength score by 1, to a maximum of 20.\r\nYou gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\r\nYou count as if you were one size larger for the purpose of determining your carrying capacity.\r\n\r\nGreat Weapon Master\r\nOn your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\r\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.\r\n\r\nSentinel\r\nYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:\r\n\r\nWhen you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.\r\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\r\nWhen a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.\r\n\r\nResilient: Wisdom\r\nChoose one ability score. You gain the following benefits:\r\n\r\nIncrease the chosen ability score by 1, to a maximum of 20.\r\nYou gain proficiency in saving throws using the chosen ability.","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"Will write down when I have a final list at lv20","class_features":"RAGE\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren\u2019t wearing heavy armor:\r\n \r\n\u2022 You have advantage on Strength checks and Strength saving throws.\r\n \r\n\u2022 When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.\r\n \r\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage.\r\n \r\nIf you are able to cast spells, you can\u2019t cast them or concentrate on them while raging.\r\n \r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven\u2019t 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.\r\n \r\nOnce 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.\r\n \r\nUNARMORED DEFENSE\r\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.\r\n \r\nRECKLESS ATTACK\r\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.\r\n \r\nDANGER SENSE\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren\u2019t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be blinded, deafened, or incapacitated.\r\n \r\nBattlerager Armor\r\nWhen you choose this path at 3rd level, you gain the ability to\r\nuse spiked armour as a weapon.\r\nWhenever you grapple or are grappled by a creature while\r\nwearing spiked armor and raging, that creature takes\r\npiercing damage equal to your Strength modifier plus your\r\nrage damage. A creature that remains grappled or has you\r\ngrappled in this way additionally takes this damage at the\r\nstart of each of their turns for as long as this grapple is\r\nmaintained.\r\nAdditionally, while you are wearing spiked armour and\r\nraging, you can instead use a bonus action to make one\r\nmelee weapon attack with your armor spikes at a target\r\nwithin 5 feet of you; you are proficient in this attack. If the\r\nattack hits, the spikes deal 1d4 piercing damage. You use\r\nyour Strength modifier for the attack and damage rolls.\r\n \r\nABILITY SCORE IMPROVEMENT\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n \r\nEXTRA ATTACK\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n \r\nFAST MOVEMENT\r\nStarting at 5th level, your speed increases by 10 feet while you aren\u2019t wearing heavy armor.\r\n \r\nFERAL INSTINCT\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n \r\nAdditionally, if you are surprised at the beginning of combat and aren\u2019t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.\r\n \r\nReckless Abandon\r\nBeginning at 6th level, when you use Reckless Attack while\r\nraging, you also gain temporary hit points equal to your\r\nConstitution modifier (minimum of 1). They vanish if any of\r\nthem are left when your rage ends\r\n\r\nBRUTAL CRITICAL\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.\r\n\r\nBattlerager Charge\r\nBeginning at 10th level, you can take the Dash action as a\r\nbonus action while you are raging.\r\nOnce per turn while wearing spiked armor and raging, if\r\nyou use the Dash action and move at least 20 feet in a\r\nstraight line towards a creature and hit with a melee weapon\r\nattack or successfully grapple the creature, you deal bonus\r\ndamage to the creature equal to half your Barbarian level.\r\n \r\nRELENTLESS RAGE\r\nStarting at 11th level, your rage can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you\u2019re raging and don\u2019t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n \r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.\r\n \r\nSpiked Retribution\r\nStarting at 14th level, if you are wearing spiked armour, are\r\nraging, and are not incapacitated, and a creature within 5 feet\r\nof you hits you with a melee attack, the attacker takes\r\npiercing damage, equal to your Strength modifier. If you are\r\nraging, this damage is increased by an amount equal to your\r\nrage damage\r\n\r\nPERSISTENT RAGE\r\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n \r\nINDOMITABLE MIGHT\r\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total.\r\n \r\nPRIMAL CHAMPION\r\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.\r\n","creatures_and_mounts":"Giant Lizard for now","possessions_and_property":"","racestatblock":"Mountain Dwarf","retinue":"Dragon Daddy Daycare","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"Dwarf,LN,","templateId":"404","blockId":"440316","world":"","isShared":"on"}