{"name":"Oswic Bearpaw","class":"Warrior: Beast of Deliverance","level":"20","background":"Outlander","race":"Hyur","alignment":"CG","proficiency_bonus":"6","strength":"24","dexterity":"16","constitution":"22","intelligence":"11","wisdom":"14","charisma":"9","str_save":"13","dex_save":"3","con_save":"12","int_save":"0","wis_save":"2","cha_save":"-1","hit_die":"12","total_hit_dice":"20","acrobatics":"3","animal_handling":"2","arcana":"0","athletics":"13","deception":"-1","history":"0","insight":"2","intimidation":"5","investigation":"0","medicine":"2","nature":"6","perception":"2","performance":"-1","persuasion":"-1","religion":"0","sleight_of_hands":"3","stealth":"3","survival":"8","proficiencies":"","armor_class":"19","hit_points":"265","initiative":"3","speed":"40","proficiences_and_languages":"Armor: light armor, medium armor, shields\r\n\r\nWeapons: simple weapons, martial weapons\r\n\r\nTools: one type of musical instrument\r\n\r\nSaving Throws: Strength, Constitution\r\n\r\nSkills: Athletics, Intimidation, Nature, Survival\r\n\r\nLanguages: Common, Primordial","attacks":"+3 \"Bravura\" Greataxe | [roll:1d20+16] | [roll:1d12+10]","spellcasting":"LIMIT BREAK (1 time per day): \"Ursai's Fury\"\r\nOswic channels every ounce of his strength from one concise strike augmented by his mana crystal that could cleave a mountain in two. If the wave of destruction connects, it deals the enemy [roll:15d12] true damage. ","equipment":"","personality_trait":"I watch over my friends as if they were a litter of newborn pups.","ideal":"The natural world is more important than all the constructs of civilization.","bond":"I will bring terrible wrath down on the evildoers who destroyed my homeland.","flaw":"There's no room for caution in a life lived to the fullest.","features_and_traits":"Fighting Style: GREAT WEAPON FIGHTING\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.\r\n\r\nBerserk: \r\nBeginning at the 1st level, on your turn, you can enter a Berserk state of mind, letting your inner beast act freely. While under the effect of Berserk you gain the following benefits:\r\n\r\nYou have advantage on Strength checks and 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 Warrior, as shown in the Berserk Damage column of the Warrior table.\r\n\r\nWhen you take slashing, piercing or bludgeoning damage from a non magical source, you reduce the damage by half your Constitution modifier rounded up.\r\nIf you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.\r\n\r\nYour berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk state on your turn as a bonus action. For a number of rounds equal to 5 minus your Consintution modifier after your berserk state ends, you may not use the extra attack ability and your base movement speed is halved due to fatigue.\r\n\r\nOnce you have gone berserk the number of times shown in for your warrior level level in the Berserks column of the Warrior table, you must complete a long rest before you can go Berserk again.\r\n\r\nReckless Attack\r\nStarting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.\r\n \r\nBeastly Demeanor\r\nBeginning at the 2nd level you gain a passive Intimidation score which you may use to replace rolls when making Intimidation ability checks. This passive Intimidation score is equal to 10 + your Strength modifier.\r\n \r\nInner Release\r\nBeginning at the 3rd level, while you are under the effects of Berserk, your weapon attacks score a critical hit on a roll of 19 or 20. At the 14th level, your weapon attacks score a critical hit on a roll of 18-20.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nStorm's Eye\r\nBeginning at the 6th level, when you successfully land a melee weapon attack while under the effects of Berserk, you may decalre you are using Storm's Eye. The target creature makes a Constitution saving throw, DC = 10 + your strength modifier, on a failed save the creature receives 1d6 bonus damage from weapon attacks against it for a number of rounds equal to your Strength ability modifier. This bonus damage is increased to 2d6 at the 14th level. You may only use Storm's Eye once during each use of Berserk.\r\n\r\nBellow of the Beast\r\nBeginning at the 7th level, you are able to attempt to dominate a conversation with the assistance of your inner beast. You may expend one use of Berserk to intimidate a creature with advantage and doubling all of your bonuses to the intimidate skill.\r\n\r\nOnslaught\r\nBeginning at the 9th level, when you use the dash action, you may make a melee weapon attack as a bonus action. You deal bonus damage on the attack equal to your Constitution modifier.\r\n\r\nWild Expertise\r\nBeginning at the 10th level, you allow your inner beast to empower your physical abilities. You choose one skill from Acrobatics, Athletics, Stealth or Survival and gain proficiency in that skill. If you are already proficient in that ability, double your proficiency bonus when you make ability checks using that skill.\r\n \r\nRevenge\r\nBeginning at the 11th level, when a creature resolves an melee weapon attack action against you, as a reaction you may make one weapon attack against that creature.\r\n\r\nShake it Off\r\nBeginning at the 13th level, while under the effects of Berserk, when you make a saving throw to resist a condition (excluding: Exhaustion, Grappled, Incapacitated, Prone, Restrained, Stunned and Unconscious) you may choose to end your Berserk state to automatically succeed on the saving throw. You may do this after your roll but before the outcome of the resist has been declared.\r\n\r\nFell Cleave\r\nBeginning at the 14th level, while you are under the effects of Berserk you may use Fell Cleave as an action. Make an attack roll against a single creature within melee weapon range. This attack has a critical range of 15-20. On a successful attack, you deal the regular damage of the attack and a bonus 5d10 damage. Your Berserk ends immediately after the attack is resolved.\r\n \r\nUpheaval\r\nBeginning at the 15th level, while you are under the effects of Berserk, you are able to unleash a powerful blow fueled by your vigor. You make an unarmed strike, if you hit, you may declare you are using Upheaval. The creature makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure your unarmed strike deals #d12 force damage, where # is equal to your Constitution modifier with a minimum of 1d12 force damage and half as much damage on a success. Your Berserk state immediately ends after delivering the blow.\r\n\r\nBeastly Reflexes\r\nBeginning at the 17th level, while you are under the effects of Berserk you are able to make two reactions per round.\r\n \r\nHolmgang\r\nBeginning at the 18th level, while under the effects of Berserk, as a bonus action you are able to enter an indomitable state known as Holmgang. For a number of rounds equal to half your Constitution modifier, rounded down, your hit points can not fall below 1. Additionally, you may attempt to link yourself to a creature within 10ft. of you. If the creature is Large sized or smaller the target creature must make a Strength saving throw (DC = 10 + your strength modifier) or be dragged to a space within 5 ft. of you. The creature cannot leave the 5ft. radius around you and your movement speed becomes 0ft. for the duration of Holmgang. You may only use Holmgang once and must complete a long rest before you may use it again.\r\n\r\nInfuriate\r\nBeginning at the 20th level, if you have no uses of Berserk left when you roll for initiative, you recover 2 uses of Berserk instantly.","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"227689","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"209024","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"236","temporary_hit_points":"0","hit_dice_used":"20","xp":"","inspiration":"","temporary_hit_points_current":"0","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"447748","world":"b20f3aee-ef99-4805-a9c3-9d8c5f7f9d65","folder":""}