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Alyra

6 Level (0/23000 XP for level-up) Former Gladiator Background Draconian Race / Species / Heritage Chaotic Neutral Alignment
Berserker, Path of Fenrir
Level 6
Hit Dice: 5/6
1d12+4 Class 1

STR
21
+5
DEX
18
+4
CON
18
+4
INT
16
+3
WIS
17
+3
CHA
16
+3
138
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30(walk)/60(fly)
Speed (walk/run/fly)
16
Passive Perception
3 / 3
Blood Rush (Rage but different)
50 /
Blood Pool
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+4 Dexterity
+7 Constitution
+3 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+8 Athletics STR
+3 Deception CHA
+3 History INT
+6 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+6 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +8 STR 4d10+5 bludgeoning
 Heavy, two-handed
Maul 2 +8 STR 4d10+5 bludgeoning
 Heavy, two-handed
Bladed Fan +9 DEX 1d4+4
 Simple Melee Weapon, Finesse, light -- Can cast disguise self with it, but can't use until next dawn.
Handaxe +8 STR 1d6+5
 Light, thrown (range 20/60)
azaz weapo +9 STR 6d10+5
Attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Traits |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Draconian Resilience:
You had advantage on Strength, Dexterity and Charisma checks and saves.
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|| || Darkvision:
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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|| || Amphibious:
The dragon can breathe air and water.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Features |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Berserker save DC:
8 + your proficiency bonus + your Strength modifier || 16
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|| || Unarmored Defense:
Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Strength modifier. You can use a shield and still gain this benefit.
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|| || Fighting Style, Great Weapon Fighting:
When 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 two-handed or versatile property for you to gain this benefit.
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|| || Strength from Pain:
Starting at 2nd level, when a creature deals damage to you, you can use that pain to fuel your combat prowess. On your next turn, as a bonus action, you can deal additional damage on your next successful melee attack equal to half the total damage that creature would have delt. For example, if an opponent rolls a 12 on their greatsword strike and adds 4 due to their Strength modifier, you can deal 8 additional damage with this feature, regardless of resistances. This damage can only apply to the target that dealt that damage to you. You can use this feature a number of times equal to your Constitution modifier and you regain all expanded uses once you finish a long rest. (4x)
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|| || Bloodrush:
Starting when you choose this path at 3rd level, you've learned of an uncontrollable thirst that bubbles beneath the surface. On your turn, you can enter what is called a blood rush, as a bonus action. While in a bloodrush, you gain the following benefits if you aren’t wearing heavy armor:

|| You can ignore the two-handed weapon property on weapons, allowing you to wield two-handed weapons in one hand. In addition, when using two weapon fighting you no longer limited to light weapons. Your Strength score must be at least 17 and you must be proficient in both weapons, else, you cannot gain these benefits.

||Like the wolf, you strike best when your target is prone. When you make a successful melee attack against a prone creature you can treat the attack as if it was a critical hit.

||When your hit points are reduced, half the damage you take as normal (rounded down) and the other half (rounded up) goes into what is called a Blood Pool.

When your bloodrush ends, your hit points are reduced by an amount equal to the value of your Blood Pool. However, if your bloodrush ends and your Blood Pool is less than your hit point maximum, the damage you take from your Blood Pool cannot reduce your hit points below 1.

When you are healed using magic or otherwise and the value of your Blood Pool doesn't equal zero, you instead decrease the value of your Blood Pool equal to the number of hit points recovered until it reaches zero. At which point you can begin recovering hit points normally.

Any excess points of healing are transferred over to your current hit points. If the irreducible damage taken from your Blood Pool would outright kill you, you make a single death saving throw, on a success, you are stabilized at 0 hit points, however, if you fail, you die as normal.

||When you use your Strength from Pain feature, the bonus damage you deal with it reduces the value of your Blood Pool by an equivalent amount to a minimum of 0.

If you are able to cast spells, you can't cast them or concentrate on them while in a bloodrush. Your bloodrush 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 a bloodrush on your turn as a bonus action. Once you have entered a bloodrush a number of times shown for your Berserker level in the Bloodrush/Warpath column of the Berserker table, you must finish a long rest before you can enter a bloodrush again.
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|| ||Tactical Mind:
You have learned to never underestimate an opponent in the arena and as such can tell if a fight will be in your favor or against it when looking at your opponent. You can also surmise a weakness your opponent or opponents have that can grant you the upper hand.
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|| ||Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
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|| || Teachings of Fenrir:

Starting at 5th level, you become far more attuned to your senses of smell and hearing. You gain the following abilities while in a bloodrush:

You have advantage on Wisdom(Perception) checks that rely on hearing or smell.

You have advantage on Wisdom (Survival) checks to track any creature with blood that is not at their hit point maximum.

On your turn, you have advantage on your first attack roll against creatures, if at least one of your allies are within 5 feet of the creature and that ally isn't incapacitated.
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Features & Traits
backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, large furred cape, bone necklace made from small various non-humanoid and human bones, small leather pouch with things to take care of her scales and claws,

Equipment Copper: 0, Silver: 95, Electrum: 0, Gold: 100, Platinum: 0 Money
------------------Proficiencies:------------------
|| Shields, Simple and Martial Weapons, Disguise Kit, Light armor, Mauls
-------------------Languages:-------------------
|| Gnomish, Draconian, Azerak (Basic Words), Common (Rough)
-------------Damage Immunities:-------------
|| Acid

Languages & Proficiencies
Aza learned her fighting from a guard back home. Took it from Kalisz, the guard that trained her.
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Blinding Smite:

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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