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Darby Irongill in Dungeons & Dragons 5e

Darby Irongill

Barbarian 3 Class & Level
Pilgrim (Outlander) Background
Grung Race
Alignment

Strength 12
+1
Dexterity 18
+4
constitution 15
+2
intelligence 9
-1
wisdom 13
+1
charisma 12
+1
Total Hit Dice 3
Hit Die
1d12+2
+2 proficiency bonus
+3 Strength
+6 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
-1 Arcana
+3 Athletics
+1 Deception
-1 History
+1 Insight
+3 Intimidation
-1 Investigation
+1 Medicine
+1 Nature
+1 Perception
+1 Performance
+1 Persuasion
-1 Religion
+4 Sleight of Hands
+4 Stealth
+3 Survival
skills Languages: Common, Grung, Aquan Bongos Light, medium armor, shields simple, martial weapons
  proficiencies

 
16
Armor Class
42
Hit Points
+4
Initiative
25
Speed
Rapier 1d20+6 1d8+4 pierce
Handaxe 1d20+3 1d6+1 slash
Javelin 1d20+3 1d6+1 pierce
Attacks
staff, hunting trap, animal trophy from kill, traveler's clothes, explorers pack, bongos, 4 javelins, 2 handaxes
Equipment
I once ran twenty-five miles without stopping to warm my clan of an approaching orc horde. I'd do it again if I had to.
Personality Traits
Life is like the seasons, in constant change, and we must change with it (Chaotic)

Ideals
I am the last of my tribe, it is up to me to ensure their names enter legend
Bonds
There's no room for caution in my life
Flaws
Wanderer (total geographic recall, can forage food/water for 5 people a day) Rage (3x / Day, +2 DMG, no heavy armor, on bonus action, ADV STR checks and saves, +RAGE DMG on STR ATK, RESIST physical DMG, 1 min duration) Unarmored Defence (when not wearing armor, AC = 10+DEX+CON) Reckless Attack (on first round, choose to gain ADV on ATK rolls, and give ADV to your attackers for the full round) Danger Sense (ADV on DEX saves, when no hindered) Poison Immunity Poison Skin (Touch you, CON save 8+Prof+CON, fail = poison) Standing Leap (long jump 25 ft, high jump 15 ft) Secrete Poison (Action, apply body poison to a weapon or 3 pieces of ammo. 1 min duration. CON save 8+ Prof+CON or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn.) Water Dependency ( If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.) Ancestral Guardian Divine Fury (when raging, 1d6+half level DMG) Warrior of Gods (can be restored to life through a spell without ingredients)
Features & Traits

Heroes Enabled

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