You are on page 1of 4

Maar 'Raandur Tough

Reborn Sapphire Dragonborn, Chaotic Neutral Your hit point maximum increases by an amount equal to
Barbarian Path of the Storm Herald, Haunted One twice your level when you gain this feat. Whenever you gain
a level thereafter, your hit point maximum increases by an
Armor Class: 15 (Unarmored Defense). additional 2 hit points.
Hit die: 3d12
Hit Points: 41 (1d12 (or 7) + your Constitution modifier Ancestral Legacy
per barbarian level after 1st) + Tough. If you replace a race with this lineage, you can keep the
Speed: 30ft. following elements of that race: any skill proficiencies you
Proficiency Bonus: +2. gained from it and any climbing, flying, or swimming speed
Feat: Though. you gained from it. If you don't keep any of those elements
or you choose this lineage at character creation, you gain
Abilities proficiency in two skills of your choice.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0) Deathless Nature
You have escaped death, a fact represented by the following
Saving Throws
benefits:
STR DEX CON INT WIS CHA You have advantage on saving throws against disease
+4 +2 +5 -1 +1 +0 and being poisoned, and you have resistance to poison
damage.
Skills
You have advantage on death saving throws.
You don't need to eat, drink, or breathe.
Acrobatics (Dex) x +4 You don't need to sleep, and magic can't put you to
Animal Handling (Wis) +1
sleep. You can finish a long rest in 4 hours if you spend
those hours in an inactive, motionless state, during
Arcana (Int) -1 which you retain consciousness.
Athletics (Str) x +4
Knowledge from a Past Life
Deception (Cha) +0 You temporarily remember glimpses of the past, perhaps
History (Int) -1 faded memories from ages ago or a previous life. When you
make an ability check that uses a skill, you can roll a d6
Insight (Wis) +1 immediately after seeing the number on the d20 and add
Intimidation (Cha) x +2 the number on the d6 to the check. You can use this feature
Investigation (Int) -1 a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Medicine (Wis) +1
Nature (Int) -1 Breath Weapon
Perception (Wis) x +3
When you take the Attack action on your turn, you can
replace one of your attacks with an exhalation of magical
Performance (Cha) +0 energy in a 15-foot cone. Each creature in that area must
Persuasion (Cha) +0 make a Dexterity saving throw (DC = 8 + your Constitution
modifier + your proficiency bonus). On a failed save, the
Religion (Int) -1 creature takes 1d10 damage of the type associated with
Sleight of Hand (Dex) +2 your Gem Ancestry. On a successful save, it takes half as
Stealth (Dex) +2 much damage. This damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th level
Survival (Wis) +1 (4d10).
You can use your Breath Weapon a number of times
Other Proficiencies & Languages equal to your proficiency bonus, and you regain all
Armor Language Weapon Other expended uses when you finish a long rest.
Light & Celestial, Common, Simples &
Medium Draconian, Primordial martial Draconic Resistance
You have resistance to the damage type associated with
Attacks & Spellcasting
your Gem Ancestry.
Name ATK Damage Type
Psionic Mind
Greatsword +5 2d6 Slashing You can send telepathic messages to any creature you can
Hand-Axe +5 1d6 Slashing see within 30 feet of you. You don't need to share a
language with the creature for it to understand these
Thunderous Roar DC13 1d10 Thunder messages, but it must be able to understand at least one
language to comprehend them.
Gem Flight
Starting at 5th level, you can use a bonus action to manifest Unarmored Defense
spectral wings on your body. These wings last for 1 minute. While you are not wearing any armor, your armor class
For the duration, you gain a flying speed equal to your equals 10 + your Dexterity modifier + your Constitution
walking speed and can hover. Once you use this trait, you modifier. You can use a shield and still gain this benefit.
can't do so again until you finish a long rest.
Danger Sense
Heart of Darkness At 2nd level, you gain an uncanny sense of when things
Those who look into your eyes can see that you have faced nearby aren't as they should be, giving you an edge when
unimaginable horror and that you are no stranger to you dodge away from danger. You have advantage on
darkness. Though they might fear you, commoners will Dexterity saving throws against effects that you can see,
extend you every courtesy and do their utmost to help you. such as traps and spells. To gain this benefit, you can't be
Unless you have shown yourself to be a danger to them, blinded, deafened, or incapacitated.
they will even take up arms to fight alongside you, should
you find yourself facing an enemy alone. Reckless Attack
Starting at 2nd level, you can throw aside all concern for
Harrowing Event defense to attack with fierce desperation. When you make
Prior to becoming an adventurer, your path in life was your first attack on your turn, you can decide to attack
defined by one dark moment, one fateful decision, or one recklessly. Doing so gives you advantage on melee weapon
tragedy. Now you feel a darkness threatening to consume attack rolls using Strength during this turn, but attack rolls
you, and you fear there may be no hope of escape. Choose a against you have advantage until your next turn.
harrowing event that haunts you, or roll one on the
Harrowing Events table. Storm Aura
A monster that slaughtered dozens of innocent people When you select this path at 3rd level, you emanate a
spared your life, and you don't know why. stormy, magical aura while you rage. The aura extends 10
feet from you in every direction, but not through total cover.
Personality Trait Your aura has an effect that activates when you enter
I'm easily startled, but I'm not a coward. your rage, and you can activate the effect again on each of
your turns as a bonus action. Choose desert, sea, or tundra.
Ideals Your aura's effect depends on that chosen environment, as
Adrenaline. I've experienced such strangeness that now I detailed below. You can change your environment choice
feel alive only in extreme situations. whenever you gain a level in this class.
Your aura has an effect that activates when you enter
Bonds your rage, and you can activate the effect again on each of
I lost someone I care about, but I still see them in guilty your turns as a bonus action. Choose desert, sea, or tundra.
visions, recurring dreams, or as a spirit. Your aura's effect depends on that chosen environment, as
detailed below. You can change your environment choice
Flaw whenever you gain a level in this class.
I am exceptionally credulous and believe any story or
legend immediately. Desert. When this effect is activated, all other creatures
in your aura take 2 fire damage each. The damage
Rage increases when you reach certain levels in this class,
In battle, you fight with primal ferocity. On your turn, you increasing to 3 at 5th level, 4 at 10th level, 5 at 15th
can enter a rage as a bonus action. level, and 6 at 20th level.
While raging, you gain the following benefits if you aren't Sea. When this effect is activated, you can choose one
wearing heavy armor: other creature you can see in your aura. The target must
You have advantage on Strength checks and Strength make a Dexterity saving throw. The target takes 1d6
saving throws. lightning damage on a failed save, or half as much
When you make a melee weapon attack using Strength, damage on a successful one. The damage increases
you gain a bonus to the damage roll that increases as when you reach certain levels in this class, increasing to
you gain levels as a barbarian, as shown in the Rage 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th
Damage column of the Barbarian table. level.
You have resistance to bludgeoning, piercing, and Tundra. When this effect is activated, each creature of
slashing damage. If you are able to cast spells, you can't your choice in your aura gains 2 temporary hit points, as
cast them or concentrate on them while raging. icy spirits inure it to suffering. The temporary hit points
Your rage lasts for 1 minute. It ends early if you are increase when you reach certain levels in this class,
knocked unconscious or if your turn ends and you haven't increasing to 3 at 5th level, 4 at 10th level, 5 at 15th
attacked a hostile creature since your last turn or taken level, and 6 at 20th level.
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.
Maar 'Raandur Tough
Reborn Sapphire Dragonborn, Chaotic Neutral Your hit point maximum increases by an amount equal to
Barbarian Path of the Deep, Haunted One twice your level when you gain this feat. Whenever you gain
Armor Class: 15 (Unarmored Defense). a level thereafter, your hit point maximum increases by an
Hit die: 3d12 additional 2 hit points.
Hit Points: 41 (1d12 (or 7) + your Constitution modifier
per barbarian level after 1st) + Tough. Ancestral Legacy
Speed: 30ft. If you replace a race with this lineage, you can keep the
Proficiency Bonus: +2. following elements of that race: any skill proficiencies you
Feat: Though. gained from it and any climbing, flying, or swimming speed
you gained from it. If you don't keep any of those elements
Abilities or you choose this lineage at character creation, you gain
STR DEX CON INT WIS CHA proficiency in two skills of your choice.
15 (+2) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0) Deathless Nature
You have escaped death, a fact represented by the following
Saving Throws benefits:
STR DEX CON INT WIS CHA
You have advantage on saving throws against disease
+4 +2 +5 -1 +1 +0 and being poisoned, and you have resistance to poison
damage.
Skills You have advantage on death saving throws.
Acrobatics (Dex) x +4
You don't need to eat, drink, or breathe.
You don't need to sleep, and magic can't put you to
Animal Handling (Wis) +1 sleep. You can finish a long rest in 4 hours if you spend
Arcana (Int) -1 those hours in an inactive, motionless state, during
Athletics (Str) x +4
which you retain consciousness.
Deception (Cha) +0 Knowledge from a Past Life
You temporarily remember glimpses of the past, perhaps
History (Int) -1 faded memories from ages ago or a previous life. When you
Insight (Wis) +1 make an ability check that uses a skill, you can roll a d6
Intimidation (Cha) x +2 immediately after seeing the number on the d20 and add
the number on the d6 to the check. You can use this feature
Investigation (Int) -1 a number of times equal to your proficiency bonus, and you
Medicine (Wis) +1 regain all expended uses when you finish a long rest.
Nature (Int) -1
Breath Weapon
Perception (Wis) x +3 When you take the Attack action on your turn, you can
Performance (Cha) +0 replace one of your attacks with an exhalation of magical
energy in a 15-foot cone. Each creature in that area must
Persuasion (Cha) +0 make a Dexterity saving throw (DC = 8 + your Constitution
Religion (Int) -1 modifier + your proficiency bonus). On a failed save, the
Sleight of Hand (Dex) +2 creature takes 1d10 damage of the type associated with
your Gem Ancestry. On a successful save, it takes half as
Stealth (Dex) +2 much damage. This damage increases by 1d10 when you
Survival (Wis) +1 reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).
Other Proficiencies & Languages You can use your Breath Weapon a number of times
Armor Language Weapon Other
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Light & Celestial, Common, Simples &
Medium Draconian, Primordial martial Draconic Resistance
You have resistance to the damage type associated with
Attacks & Spellcasting your Gem Ancestry.
Name ATK Damage Type
Greatsword +5 2d6 Slashing Psionic Mind
You can send telepathic messages to any creature you can
Hand-Axe +5 1d6 Slashing see within 30 feet of you. You don't need to share a
Thunderous Roar DC13 1d10 Thunder language with the creature for it to understand these
messages, but it must be able to understand at least one
language to comprehend them.
Gem Flight
Starting at 5th level, you can use a bonus action to manifest Unarmored Defense
spectral wings on your body. These wings last for 1 minute. While you are not wearing any armor, your armor class
For the duration, you gain a flying speed equal to your equals 10 + your Dexterity modifier + your Constitution
walking speed and can hover. Once you use this trait, you modifier. You can use a shield and still gain this benefit.
can't do so again until you finish a long rest.
Danger Sense
Heart of Darkness At 2nd level, you gain an uncanny sense of when things
Those who look into your eyes can see that you have faced nearby aren't as they should be, giving you an edge when
unimaginable horror and that you are no stranger to you dodge away from danger. You have advantage on
darkness. Though they might fear you, commoners will Dexterity saving throws against effects that you can see,
extend you every courtesy and do their utmost to help you. such as traps and spells. To gain this benefit, you can't be
Unless you have shown yourself to be a danger to them, blinded, deafened, or incapacitated.
they will even take up arms to fight alongside you, should
you find yourself facing an enemy alone. Reckless Attack
Starting at 2nd level, you can throw aside all concern for
Harrowing Event defense to attack with fierce desperation. When you make
Prior to becoming an adventurer, your path in life was your first attack on your turn, you can decide to attack
defined by one dark moment, one fateful decision, or one recklessly. Doing so gives you advantage on melee weapon
tragedy. Now you feel a darkness threatening to consume attack rolls using Strength during this turn, but attack rolls
you, and you fear there may be no hope of escape. Choose a against you have advantage until your next turn.
harrowing event that haunts you, or roll one on the
Harrowing Events table. Path of the Deep
A monster that slaughtered dozens of innocent people Encounters with the great and terrible things that dwell
spared your life, and you don't know why. deep beneath the waves often irreparably shatter the minds
of the weak willed. However, some who live through these
Personality Trait traumatic experiences with eldritch horrors awaken an
I'm easily startled, but I'm not a coward. otherworldly rage that is rarely experienced on the material
plane.
Ideals Those who walk the Path of the Deep are mortals who
Adrenaline. I've experienced such strangeness that now I have survived an experience with the unexplained depths
feel alive only in extreme situations. and gained extraordinary, and often unsettling, eldritch
abilities.
Bonds
I lost someone I care about, but I still see them in guilty Gift of the Depths
visions, recurring dreams, or as a spirit. You have been irreparably changed by your exposure to the
deep. At 3rd level, you gain a swimming speed equal to your
Flaw movement speed and you can breathe both air and water.
I am exceptionally credulous and believe any story or
legend immediately. Otherworldly Grasp
Your eldritch power manifests when you rage. Starting at
Rage 3rd level, when you enter your rage you manifest one
In battle, you fight with primal ferocity. On your turn, you additional appendage, the appearance of which reflects the
can enter a rage as a bonus action. nature of the creature which infused you with otherworldly
While raging, you gain the following benefits if you aren't power. This appendage lasts for the duration of your rage.
wearing heavy armor: As a bonus action, your appendage can force creature
You have advantage on Strength checks and Strength you can see within 15 feet to make a Strength saving throw.
saving throws. DC equal to 8 + your proficiency bonus + your Strength
When you make a melee weapon attack using Strength, modifier. On a failed save, it is pulled up to 10 feet in a
you gain a bonus to the damage roll that increases as straight line towards you. Creatures that are more than one
you gain levels as a barbarian, as shown in the Rage size larger than you have advantage on this saving throw.
Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and
slashing damage. If you are able to cast spells, you can't
cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and 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.

You might also like