Cappy Barre
Cappy Barre
Sheet
AC 11 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- RageLevel 1
As a bonus action, you can enter a Rage if you are not wearing heavy armor. While raging, you have advantage on Strength checks and Strength saving throws, your melee attacks using Strength deal extra damage, and you gain resistance to bludgeoning, piercing, and slashing damage. Your Rage lasts up to 10 minutes, ending early if you are incapacitated or fail to attack or force a saving throw by the end of your turn. You can use Rage twice, regaining one expended use after a Short Rest and all expended uses after a Long Rest. Rage damage is +2 at this level.
- Path of the Berserker: FrenzyLevel 3
When you enter your Rage, you can use your bonus action to enter a Frenzy. Once during that Rage, when you hit with an attack using Strength, you can deal extra damage equal to your Rage Damage bonus. You can use this extra damage once per turn, and it causes one level of Exhaustion when the Rage ends.
Always on
- Rage and Frenzy
When Bonus action
Cappy enters a battle frenzy, gaining the benefits of Rage and, when desired, activating Frenzy for extra damage.
- Reckless AttackLevel 2
When First attack of the turn using Strength
After making a Strength-based attack, Cappy can accept advantage on incoming attacks until his next turn in exchange for advantage on his first Strength-based attack this turn.
- Cleave
When Hit with a Greataxe attack
After hitting with his greataxe, Cappy can strike at another nearby creature within reach, subject to the Cleave mastery limitation.
- Slow
When Hit with a Javelin attack
After hitting with a javelin, Cappy can reduce the target's Speed by 10 feet until the start of his next turn.
- Unarmored DefenseLevel 1
While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. With the provided scores, this is 12. However, this character's displayed Armor Class is 11 because the requested calculation specifies 10 + Dexterity modifier for unarmored AC.
- Weapon MasteryLevel 1
You gain mastery with two Simple or Martial weapons of your choice. Cappy Barre has mastery with the Greataxe and Javelin. Greataxe mastery, Cleave, allows one extra attack against another creature within reach after hitting, subject to the mastery limitation. Javelin mastery, Slow, reduces a target's Speed by 10 feet until the start of your next turn after a hit.
- Danger SenseLevel 2
You have Advantage on Dexterity saving throws against effects you can see, such as traps and spells. You do not gain this benefit while Blinded, Deafened, or Incapacitated.
- Primal KnowledgeLevel 3
You can use Strength for certain Barbarian skill checks, including Intimidation, when the DM allows it. You also gain proficiency in one additional skill from the Barbarian skill list. Cappy Barre gains Survival proficiency from this feature.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration if you do not already have it.
- SkillfulHumanYou gain proficiency in one skill of your choice. Cappy Barre is proficient in Perception.
- VersatileHumanYou gain one Origin feat of your choice. Cappy Barre gains the Alert feat from this trait.
- TraitHumanMedium size and a Speed of 30 feet.
- Military RankSoldier
You have a military rank from your service. Soldiers who served with you recognize your authority and influence, and you can invoke your rank to exert influence over other soldiers and request simple equipment or temporary shelter from military organizations.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed martial weapon suitable for cleaving through a battle line.
- 4×JavelinFour balanced thrown spears, useful both in combat and for hunting.
- 2×HandaxeA pair of practical hand weapons for close combat.
Gear
- Explorer's PackA pack containing basic travel and adventuring supplies.
- Military insigniaA military insignia representing previous service.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, kept as a reminder rather than a boast.
- Bone diceA set of bone dice used by soldiers during long watches.
- Common clothesA set of common clothes suitable for travel and camp life.
Purse
- 16×Gold piecesA pouch containing the character's remaining starting coin.
Appearance
Cappy Barre is a broad-shouldered human man with sun-browned skin, a square jaw, close-cropped dark hair, and a neatly trimmed beard beginning to silver at the chin. He wears a battered military coat over practical traveling clothes, with a faded red cord wrapped around his left wrist. The cord is worn nearly smooth where he constantly rubs it between thumb and forefinger while thinking. His posture is disciplined even when relaxed, and he carries himself with the quiet steadiness of someone accustomed to standing watch through the night.
Mannerisms
Cappy rolls the red cord around his wrist with his thumb whenever he is thinking. Before entering a dangerous place, he silently counts the exits, then checks the nearest person's hands for weapons.
Personality
Cappy is practical, observant, and sparing with praise. He prefers clear statements to comforting lies and has a dry sense of humor that appears most often when everyone else is exhausted. Despite his stern manner, he notices small needs quickly, mending straps, sharing the warmest portion of a meal, or taking the last watch without announcing it.
Ideals
Duty is not obedience. Duty means staying when leaving would be easier, especially when no one important is watching.
Bonds
He keeps the faded red wrist cord given to him by the last civilian child he escorted out of the abandoned garrison. He will risk himself to protect soldiers and civilians who have been left behind by people in power.
Flaws
He treats hesitation as a moral failure and often commits to a course of action before he has heard the entire argument. He is quietly contemptuous of officers who give orders from safety, and his temper becomes dangerous when someone uses rank to abandon people who depend on them.
Quirks
Background
Cappy Barre was born in a human river town where every able-bodied adult was expected to know how to hold a line, carry a wounded neighbor, and keep watch without complaint. He joined the army young, not from patriotism exactly, but because the army offered food, structure, and a place where his blunt instincts could be useful. He became a reliable shield-bearer and patrol leader, the sort of soldier who remembered every face in a camp and noticed when one bedroll had gone cold. His superiors valued his endurance, while his comrades trusted him to make difficult decisions without dressing them up as noble ones. His final campaign ended when the army was ordered to abandon a remote garrison during a political retreat. Cappy stayed behind long enough to get the civilians out, then walked away from the service when he realized obedience had become an excuse for indifference. He now travels as a sellsword, caravan guard, and occasional monster hunter, taking work that puts his strength between ordinary people and whatever threatens them. His battle fury is not wild in the usual sense. It is the pressure of every old order, every abandoned post, and every name he refuses to forget finally breaking loose.
“His superiors valued his endurance, while his comrades trusted him to make difficult decisions without dressing them up as noble ones.”
- Background
- Soldier
Connections
Species
Human
Media
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