Monday, August 11, 2014

5e Halfling Barbarian

A long time ago, when 3e came out, my good friend +Ron Edens wanted to play a halfling barbarian.  I just couldnt see  it at the time and nixed the whole idea. The idea however stuck with me but by the time I had come up with something for him to play, Ron had moved to Fresno.  So, I sat on the idea of halfling barbarians.

The idea I had way back then was on the Southern continent of Eave, there is a vast land made up of jagged jungles and low-lying swamps called Tanno.  It was home to vicious tribesman, forgotten temples, areas of blasted lands, dinosaurs and tribes of panther riding halfling barbarians.

So, the halfling tribes would be a separate subrace, but for simplicity sake, we shall just use the stout halflings.  So starts this series where I will make up a character using the new 5e PHB.  So Ron, here we have not the Slow-Monger, but his older brother, the Fast-Monger.

Grodget Fast-Monger
Halfling barbarian (berserker) 3
Str 13, Dex 16, Con 16, Int 8, Wis 12, Cha 10
HP (3d12+9) 35
AC 18 (shield, Dex and Con)
Speed 25'
Languages: Common, Halfling, Orcish
Halfling Traits: Lucky, Brave, Halfling Nimbleness, Stout Resilience
Background: Outlander, Tribal marauder (Wanderer)
Skills: Animal Handling, Athletics, Intimidation, Survival
Tools: Flute
Barbarian Features: Rage, Unarmored Defense, Reckless Attack, Danger Sense, Frenzy

Gear: Bonesplitter, shield, dagger, shortbow, 20 arrows, ornate mask, Blodget the riding panther with tack and harness, blowgun, 10 blowgun darts, a vial with 5 doses of basic poison, explorers pack, tribal gear, bone flute, 57gp and 32sp

Bonesplitter is a used short sword blade put onto a crudely-made hilt.  It is a +1 short sword and on a critical hit the target is wracked with pain that he will have disadvantage on all attack rolls until the following round.

Riding Panther
Medium beast, unaligned
Armor Class 14 (studded leather barding)
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR 14 (+2)  DEX 15 (+2) CON 10 INT 3 (-4) WIS 14 (+2) CHA 7 (-2)
Skills: Perception +4, Stealth +6
Senses: passive Perception 14
Languages —
Challenge 1/4 (50 XP)
Keen Smell: advantage on all Wisdom (Perception) check that rely on smell.
Pounce: moves forward at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC12 Strength saving throw or be knocked prone.  If the target is prone, the panther can take a bonus action to make one bite attack against it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 4 (1d4+2) slashing damage.


  • The panther is straight out of the back of the book.  The only thing that is different is the studded leather barding it has.  In Appendix D, they have Bat, Black Bear, Boar, Brown Bear, Cat, Constrictor Snake, Crocodile, Dire Wolf, Frog, Giant Eagle, Giant Spider, Hawk (Falcon), Imp, Lion, Mastiff, Mule, Owl, Panther, Poisonous Snake, Pseudodragon, Quasit, Rat, Raven, Reef Shark, Riding Horse, Skeleton, Sprite, Tiger, Warhorse, Wolf and Zombie.
  • Frenzy is the new 3rd-level ability for the Berserker.  It allows a barbarian who is under rage to further go into a frenzy where he can make a single melee weapon attack as a bonus action on each of your turns after this one.  Nasty.  However, when the rage ends, the barbarian suffers one level of exhaustion.        

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