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Tharn Stonewake - AI-generated fantasy Character

Tharn Stonewake

Goliath · Barbarian (Path of the Berserker) · Level 15 · Soldier

Tharn Stonewake

Quiet until a cause is named, then unshakably resolute.
AC15
HP126/126
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 126 · 45 ft.
AlignmentChaotic GoodGenderMaleAge35
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • NatureINT
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming Set

Languages

Common,
Giant

Features

25 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn. Your speed increases by 10 feet while you aren't wearing heavy armor.

  • Extra AttackLevel 5

    You can attack three times instead of once whenever you take the Attack action on your turn.

Bonus action

  • RageLevel 1

    You can enter a Rage as a bonus action. While raging, you have resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and Strength saving throws, and you deal bonus damage with Strength-based attacks. Your rage lasts until the end of your next turn and can be extended, up to 10 minutes. You cannot cast spells or maintain concentration while raging.

  • Feral InstinctLevel 7

    Your instincts are so honed that you have advantage on Initiative rolls. When you start a Rage, you can move up to half your speed as part of the bonus action you use to enter it.

  • Large FormGoliathStarting at character level 5, you can become Large as a bonus action for 10 minutes. While Large, you have advantage on Strength checks and your speed increases by 10 feet.

Reaction

  • Giant Ancestry, Stone's EnduranceGoliathWhen you take damage, you can use your reaction to roll 1d12 and add your Constitution modifier, reducing the damage by that total.

Always on

  • Instinctive Pounce

    When When he enters Rage as a bonus action.

    If he enters a rage, he can surge forward and close distance as part of the same motion.

  • Intimidating PresenceLevel 14

    When As a bonus action in battle.

    He can strike with terrifying force and force nearby foes to make Wisdom saving throws or become frightened.

  • RetaliationLevel 10

    When When a creature within 5 feet damages him.

    He can answer a wound with an immediate counterblow when an enemy lands a hit at close range.

  • Unarmored DefenseLevel 1

    While you aren't wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can still use a shield and keep this benefit.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of simple or martial melee weapons of your choice. After a long rest, you can change one of those choices.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws unless you have the Incapacitated condition.

  • Reckless AttackLevel 2

    When you make your first attack roll on your turn, you can attack recklessly. Doing so gives you advantage on Strength-based attack rolls until the start of your next turn, but attack rolls against you have advantage during that time.

  • Primal KnowledgeLevel 3

    You gain a Barbarian subclass. You also gain proficiency in one additional skill from the Barbarian skill list. While raging, you can treat checks with Acrobatics, Intimidation, Perception, Stealth, or Survival as Strength checks instead of their normal ability.

  • Barbarian SubclassLevel 3

    You gain the Path of the Berserker subclass and its first feature.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat for which you qualify.

  • FrenzyLevel 3

    Your Fury Deepens. When you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack, rolling a number of d6s equal to your Rage Damage bonus.

  • Persistent RageLevel 15

    Your Rage Damage increases as you gain Barbarian levels. At 15th level, your Rage is fierce enough that it lasts 10 minutes without any need to extend it, and when you roll Initiative you can regain all expended uses of Rage once per Long Rest.

  • FrenzyLevel 3

    If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack.

  • Mindless RageLevel 6

    You have immunity to the Charmed and Frightened conditions while your Rage is active.

  • Relentless RageLevel 11

    If you drop to 0 hit points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. On a success, your hit points become twice your Barbarian level. The DC increases by 5 each time you use this feature after the first, and resets after a Short or Long Rest.

  • Improved Brutal StrikeLevel 13

    At level 13, your Brutal Strike gains additional options, including effects that can hinder movement or impose disadvantage on the target's next saving throw.

  • Persistent RageLevel 15

    At level 15, your Rage becomes more reliable, and your access to Rage refreshes when you roll Initiative, once per Long Rest.

  • Powerful BuildGoliathYou have advantage on any ability check you make to end the Grappled condition, and you count as one size larger when determining your carrying capacity.
  • Savage AttackerSoldier

    Savage Attacker. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

Gear

10 items

Weapons

  • Greataxe
    A heavy greataxe chosen as the chief weapon of his battlefield rites.
  • 4×
    Handaxe
    Four throwing axes kept for hunting, pursuit, and battlefield fallback.
  • Spear
    A long spear issued with soldier's training and used in formation fighting.
  • Shortbow
    A dependable ranged weapon from his soldier days.

Tools

  • Gaming Set
    A set of gaming dice and worn tokens, carried as a reminder of camp life and comradeship.

Gear

  • Explorer's Pack
    A rugged explorer's kit for travel beyond the homestead and into the wild.
  • 20×
    Arrows
    A bundle of arrows for the shortbow.
  • Healer's Kit
    A field kit for stabilizing the wounded.
  • Quiver
    A case for carrying arrows.
  • Traveler's Clothes
    Plain clothes sturdy enough for travel.

Appearance

A towering male goliath with weathered stone-gray skin, moss-dark braided hair, and ritual scars inked with ash and clay. He wears layered hides, bone beads, and field-worn soldier's gear, with druidic tokens of carved antler and river-stone tied to his belt. His frame is broad and powerful, but his eyes are alert and mournful, like a guardian who has seen too many graves disturbed.

Mannerisms

He speaks slowly unless the subject is the dead or his brother, then his words come out like a drumbeat. Before a fight, he touches the stone charm at his belt and murmurs a blessing to the earth. He reflexively squares his shoulders in the posture of a shield wall even when he is alone.

Personality

Quiet until a cause is named, then unshakably resolute. He listens to trees, reads tracks like scripture, and treats old bones with the reverence other soldiers reserve for banners. Around allies he is steady, patient, and unexpectedly gentle, but in battle he becomes a storm with a purpose. He believes the world is full of broken things worth mending, and he intends to mend what he can with hands that can also break stone.

Ideals

The dead deserve honor, the living deserve protection, and no profit can justify robbing a sacred resting place. Strength is not the right to dominate, it is the duty to stand where others cannot.

Bonds

He will not rest until the dragon turtle bones are returned to his people's graveyard and his brother is found alive or given proper burial rites. He carries a carved stone charm from home, and he will risk his life before allowing it, or the memory of his ancestors, to be dishonored.

Flaws

He trusts his instincts too much when anger rises, and he can turn a necessary warning into an open challenge. He also carries guilt like a second spine, if he fails to protect a burial place, a companion, or a promise, he will punish himself long after everyone else has moved on. His need to find his brother can make him reckless, and his grief can make him suspicious of anyone who speaks lightly of the dead.

Quirks

He names important stones, graves, and trees as if they were comrades.
He sharpens axes while humming the same three-note druidic chant.
He will not sit with his back to a burial mound or a broken wall.
He offers a silent salute to fallen foes who fought with courage.

Background

Born beneath high wind and older stones, he was raised among a goliath people who treated the dead as sacred keepers of memory. As a child, he learned the rites of root and river from the tribe's druid, then later learned the harsher rites of shield wall and spear line when raiders tested the graveyard slopes. He grew into a warrior who could call on the strength of mountain and storm, but his heart never belonged fully to war. It belonged to the living grove that tended the bones of the honored dead. Then poachers came. They stole the dragon turtle bones from the graveyard, not for respect, but for coin and trophies. In the same season, his brother vanished in the confusion, leaving only a broken token and a trail that vanished into the wider world. The goliath swore two vows, recover the stolen bones and find his brother, and took the long road beyond the peaks. He joined soldiers when he needed discipline, but he still speaks to trees, listens to old cairns, and leaves offerings for spirits before every battle. He is a protector first, a hunter second, and a fury only when the sacred is threatened.

“He grew into a warrior who could call on the strength of mountain and storm, but his heart never belonged fully to war.”
From their backstory
Background
Soldier

Connections

Species

Goliath

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