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Acheron Gearnsborough

Barbarian 1 Class & Level
Cloistered Scholar Background
Minotaur Race
Neutral Good Alignment

Strength 16
+3
Dexterity 13
+1
constitution 19
+4
intelligence 15
+2
wisdom 12
+1
charisma 9
-1
Total Hit Dice
Hit Die
1d12+4
+2 proficiency bonus
+5 Strength
+1 Dexterity
+6 Constitution
+2 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+4 Arcana
+3 Athletics
-1 Deception
+4 History
+1 Insight
+2 Intimidation
+2 Investigation
+1 Medicine
+4 Nature
+3 Perception
-1 Performance
+2 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Arcana, History, Intimidation, Nature, Perception, Persuasion, Strength Saves, Con Saves proficiencies

 
15
Armor Class
16
Hit Points
+1
Initiative
30
Speed
Greataxe 1d20+5 1d12+3
Shortsword 1d20+5 1d6+3
Horns 1d20+5 1d6+3
Attacks
Light Armour, Medium Armour, Shields,
Simple Weapons, Martial Weapons,
Speak Common, Dwarven, Elven and Minotaur
Proficiences
Writing kit (small pouch with a quill, ink, folded parchment, and a small penknife),
Grandpa's Archeology Book
A pouch containing 10 gp
Greataxe, Shortsword, Explorer's Pack
Equipment
Labyrinthine Recall:
Can perfectly recall any path I have walked
Horns:
Your horns are natural melee weapons, with which you're proficient. When you hit with them, the target takes piercing damage equal to
1d6 + your Strength modifier.
Goring Rush:
Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.
Hammering Horns:
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you.
Rage:
In 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't wearing heavy armor:
• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• 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 maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again.

Unarmoured Def:
AC is Dex+Con when not using armour.

Feature: Library Access
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

HenshinRider.

Statblock Type

Character Sheet (Legacy)

Link/Embed