Aldrin
Aldrin
Aldrin
Actions
Greataxe. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: (1d12 +3 ) slashing damage.
Properties: Heavy, Two-handed,
Javelin. Melee Weapon Attack +5 to hit, range 30/120ft, one target. Hit: (2d6 +3 ) piercing damage.
Properties: Thrown: range 30/120ft,
Special Abilities
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:
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 are comming with me: When the berserker drops to 0 hit points he can try to make one melee weapon attack as a reaction to one
enemy at 5ft of him.
Racial Features
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't 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't be blinded, deafened, or incapacitated.
Reckless Attack
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Starting 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.
Magic Awareness
When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the
end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you
sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long
rest.
Wild Surge
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic
table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Wild Surge
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12
necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of
your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that
you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning
another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to
force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon
leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes
out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet
of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your
enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a
Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you
can use this effect again on each of your turns as a bonus action.
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