Jarvok

Medium humanoid (dwarf), chaotic neutral


  • Armor Class 16 (10+dex+con)
  • Hit Points 174 (13d12 + 52 + 13 + 13)
  • Speed 35ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 8 (-1)

  • Saves Str +9, Dex +2, Con +9, Int -1, Wis +2, Cha -1
  • Skills Athletics +9, Perception +7, Stealth +7,
    Survival +7
  • Senses darkvision 60ft, passive Perception 17
  • Languages Common, Dwarvish, Halfling, Orcish
  • Proficiencies light armor, medium armor, shields, simple weapons, martial weapons, mason's tools, cook's utensils

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness. Your hit point maximum increases by 1 for each level you have attained.

Innate Spellcasting. Jarvok's innate spellcasting ability is Wisdom. He can innately cast the following spells (spell save DC 15):

At will: mending
1/day: augury, heat metal, searing smite

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Survivalist. You are able to forage and feed your adventuring companions modest meals each day for free, unless the DM discerns that you are in a barren place devoid of anything edible for miles, such as a desert or dungeon. In addition you are able to earn a comfortable living for free during your downtime, by working as a cook.



ACTIONS

Multiattack. Jarvok makes two attacks.

Grummsh's Berserker Axe. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 12 (1d12 + 6) slashing damage.
(+3 damage when raging)

Greataxe. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage.
(+3 damage when raging)

Handaxe. Melee Weapon Attack: +9 to hit, reach 5ft or range 20/60, one target. Hit 7 (1d6 + 4) slashing damage.

Javelin. Melee Weapon Attack: +9 to hit, reach 5ft or range 30/120, one target. Hit 7 (1d6 + 4) piercing damage.

CHARACTER TRAITS

Personality Trait. I try to come up with an inventive way to use every item I find.

Ideal. The system is broken, I am a self proclaimed grudge-bearer.

Bond. The plight of the Dwarves comes first to me, even over my own desires.

Flaw. I have troubles trusting others, I only eat food I have prepared myself.

ITEMS

Grummsh's Berserker Axe. Jarvok purchased this finely made axe from Conga, owner of the Golden Scabbard blacksmith in Ringfield. It was blessed by Gruumsh when Jarvok carved out a Drow's eye on an altar to Lolth. It was blessed by Moradin personally when Jarvok saved Kazak Kharak from Calastryx.

Greataxe. Jarvok named his axe "Balvar" which translates to Fury of the Outcast.

Halfling Cookbook. Assorted recipes in halfling with dwarvish annotations.

Trinket. An iron holy symbol devoted to an unknown god.

Amulet. An amulet depicting the face of a bear, Jarvok carved this himself from a small piece of obsidian stone and traded some minerals for a simple chain.

Magic Items

Jarvok possesses the following items

Gruumsh's Berserker Axe

(requires attunement)

This is a gnarled black-iron greataxe with an eye centred in the axehead. It has been blessed by Moradin himself and is embellished with three dwarven runes.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Eye for an Eye While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Lead the Horde Advantage on Intimidation and Persuasion with Orcs.

Incite the Horde. Orcs within 50 feet have advantage on attack rolls, ability checks and saving throws.

Rune of Control. When you take damage from a hostile creature, you can use your reaction to rage.

Rune of Friend. Incite the Horde only effects Orcs you choose.

Rune of Power. Moradin improved the enchantment on this axe to a +2.

Bag of Holding

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Heward's handy spice pouch

Garrian bought this in New Toulouse. This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.


Ring of Water Walking

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Class Features

As a barbarian, you gain the following class features

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 +3 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.

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 five times, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

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.

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.

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protcctor, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells. but only as rituals.

Speak with Animals

1st-level divination (ritual only)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Beast Sense

2nd-level divination (ritual only)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object (an amulet or similar adornment) that incorporates fur, feathers, c1aws, teeth, or bones of the totem animal.

Bear. While raging. you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

Aspect of the Beast

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.
   Additionally, ifyou are surprised at the beginning of combat and aren't incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
   This increases to two additional dice at 13th level.

Spirit Walker

At 10th level. you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Commune with Nature

5th-level divination (ritual only)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.



Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. lf you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed. you drop to 1 hit point inslead. Each time you use this feature after the first. the DC increases by 5.

When you finish a short or long rest, the DC resets to 10.