Joy DarkSoul

Read-only review

Joy DarkSoul

Small humanoid, lawful good

Armor Class 18 (Unarmored defense plus shield )
Hit Points 50 (5d12+20)
Speed 40 ft.
STR
18
(+4)
DEX
16
(+3)
CON
18
(+4)
INT
10
(+0)
WIS
12
(+1)
CHA
13
(+1)
Saving Throws Str/Con +7, animal handling +4
Skills Athletics/intimidation +7
Senses Passive perception 11
Languages Common, Orcish
Challenge 1 (200 XP)

Dark vision 60ft.

Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest

Reckless attack. Get advantage, they have advantage on u next time

Danger sense. Advantage on seeable dex saves

Wild magic barb. When rage Pull up that table

Rage- Bonus action- 3 uses. You have advantage on Strength checks and Strength 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 barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage.

Actions

Ruinous Flail Attack. +8 to hit, 1d12+1 damage you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.