Out of the Abyss
Dragonborn barbarian (berserker) 3
Armor Class 17
Hit Points 48
Speed 30 ft.
Str 20 (5), Dex 17 (3), Con 18 (4), Int 18 (4), Wis 17 (3), Cha 18 (4)
Saving Throws Str +7, Con +6
Damage Resistances fire
Senses passive Perception 13
Languages Common, Draconic, Infernal
Danger Sense. 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.
Fire Breath (Recharge after short or long rest). You exhale fire in a 15-ft. cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
Frenzy. You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
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 bonus to the damage roll that increases as you gain levels as a barbarian.
- You have resistance to bludgeoning, piercing, and slashing damage.
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.
Reckless Attack. 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.
Personality Traits. I feel far more comfortable around animals than people.
Ideals. Honor. If I dishonor myself, I dishonor my whole clan.
Bonds. I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws. I am slow to trust members of other races, tribes, and societies.