Ah, the mountains of muscle and power that are BARBARIANS!
Fighters may be proficient in their technique, feeble spellcasters may have their magic, and those sneaky rogues might get lucky with their sharp little toothpicks...but when you simply need a physical terror on the battlefield, nothing quite compares to the raw ferocity of a barbarian. With their Rage mechanic, there are few physical threats they can't deal with...and they have the vigor and damage to provide lasting aid to their companions.
But what sort of backstory makes your barbarian unique? Are they just your typical "angry guy with an axe"? Or is your barbarian a warrior whose "rage" is simply a battle trance they enter to achieve focus? Did something happen in their past that drove them down a path of slaughter and combat? Are they from the wild frontier at the edge of civilization, or are they a ruthless killer from some urban city?
With "Xanathar's Guide to Everything", there are even more options for what makes your barbarian who they are...they can be chosen warriors of some divine god, an embodiment of nature, or a spiritual combatant fighting for their ancestors.
Discuss below what makes your barbarian unique...tell their story, or some of the great things they've done!
For a one-shot I made a lvl17 character. 14 lvl Zealot barbarian / 3 lvl Battle Master fighter. He is an elderly folk hero tortle, bit senile. So people will see him as harmless and slow. Then he can surprise them with his 50ft movement, extra mobility moves and all that good fun stuff. Get off my lawn!!! even when some group of young adventurers dragged him into a dungeon and he forgot what he was doing there. In my time monsters were actually strong. They just don't make these bassilisks as they used to.
But yeah. He managed to wander out of the retirement home. And the pallidin care taker came chasing after me. Now we're somewhere doing odd stuff. He holds speeches while my tortle comments that he needs to speak up since he's going deaf in that ear. Then the pally needs to speak up and shout which of course attracts the attention of more enemies.
So I'm playing a Halfling Bear Totem Barbarian in a connected one-shot universe based on Matt Mercer's Critical Role universe, and so far he is super fun to play. He makes friends with almost everyone, doesn't fear any alcohol beverage (Shot God's Ale (DC35) just because), and is fiercely loyal to his new-found friends. He is affectionately known as "Fuzzball" or the dwarfling (Name bestowed upon me by a water genasi barbie), because he is 4' tall and 70 lbs, and covered in thick black bear fur. The further drunk he gets, however, the more Dwarvish he becomes, sounding like a Dwarf, slipping into Dwarvish more.
Im super excited to play him more as he develops.
As I developed him, I ended up multiclassing into rogue, because heavy weapons and small creatures dont usually get along that well. So he was a sword and board barbie with a rapier and rogue options. I affectionately called him the "ragebulance" because of his mobility and versatility.
However, Cos, is suffering in the hells with his soul trapped by Fierna. He was attempting to save his Aasimar tempest cleric/storm sorc/pally of Sarenrae and failed his mission.
Kaldyr Tripcloak served as a mere grunt within an adventuring party, consisting of a half-orc named Hurk who wielded a warhammer, a halfling rogue named Fennec with fast hands and sharp blades, a dwarven smith cleric named Runa, a tiefling sorcerer, Tantalus, who was a charlatan good at negotiating deals, and Sydney, a half elf bard who served as the groups leader. Though Kaldyr was merely a glorified cook next to these impressive spell-slingers and skilled warriors, he never felt unwelcome.
One day, the party took on a contract to investigate a series of disappearances around a desolate battlefield, where a number of merchant caravans had gone missing. They were ambushed by necromancers; who summoned both undead and incorpeal spirits to overwhelm the party.
They were taken back to an ancient, worn-down fortress and locked in cells. They discovered other prisoners, who had gone missing from before, and who told them that these necromancers were part of a death cult that operated throughout Faerun. They sought to conquer death and prolong their own lives, and had conducted twisted experiments on the living prisoners to do so.
One by one, Kaldyr witnessed his friends and allies taken from their cells, and heard their shouts and screams as the necromancers subjected them to dark magic. Kaldyr, once a optimistic and positive adventurer, saw his hope shatter in the wake of such evil.
Then, the necromancers came for him. Strapping him to a table, they summoned the spirits of the dead, slowly draining the life from his body. Then, the necromancers conjured a wraith...some ancient warrior of tremendous power and rage, and attempted to force it to possess Kaldyr's weakened body. Perhaps they were trying to bind undead spirits to a living body in order to create an undying creature...?
Their experiment, however, was interrupted. Kaldyr was, in fact, an aasimar; a mortal touched by the radiant power of Mt. Celestia...and when the dark power of the wraith combined with the protective energy of Kaldyr's deva patron, it created a rather large explosion, causing the necromancers and their lab to be flung into chaos.
In the smoke and debris, Kaldyr emerged...though he was not the same. His skin had gone pale, his features gaunt and enveloped in mist. His eyes had darkened into two pits of shadow...with only red beads of rage-filled pupils peering out from the blackness. He had become one with the wraith, and was suddenly driven by the Rage that compelled the undead spirit.
Fueled by both the rage and vengeance for his fallen friends, Kaldyr attacked the necromancers and killed them all. When the last of the necromancers attempted to summon undead to aid them, they were shocked when Kaldyr reflexively summoned the spirits of his fallen comrades...appearing as spectral warriors who held the undead at bay.
Kaldyr slew the last of them, and freed what prisoners remained. But now mourning the loss of his friends, and now possessed by this wraith, Kaldyr was uncertain what the future held in store for him.
And the Rage of the wraith needed to be satisfied, as it was still brimming with bloodlust beneath the surface...
As a barbarian of the Path of the Ancestral Guardian, Kaldyr draws his power from the incorpeal spirits...his Rage is fueled by the wraith bound to his soul, who lends him power and skill, and resistance to physical attacks. When raging, he appears much like a wraith, with red eyes and ghostlike features. His Spirit Shield ability allows him to summons shadows and the shades of his fallen comrades to defend the living.
With the Haunted One background, Kaldyr struggles to suppress the wraith, who seems to yearn for some unknown revenge, possibly against the death cult that had slain Kaldyr's friends. He occasionally sees spirits that no one else can see, not without the use of magic sight. His subclass skill that allows him to use "Augury" and "Clairavoyance" are the result of his studies into incorpeal undead.
He is very much a gothic-styled barbarian.
Kaldyr seeks to track down this death cult, and will Rage whenever encountering necromancers or those using evil magic. He wishes to free himself from the wraith, yet also finds its power useful...
Buchanan "Buck" Walgrave was certainly not born a barbarian. The middle child, and only son, Buck's father was a wealthy merchant and his mother a lesser noble whose own father squandered her family's wealth necessitating her marriage to a common (but rich) merchant.
His family's wealth afforded Buck the opportunity to attend a prestigious boarding school. Buck proved a poor student so he would often sneak away, often at night, to run, swim and explore the countryside. Unbeknownst to Buck, the school knew all about his excursions, but had ulterior motives for allowing them to continue. The School Headmaster, for reasons still unclear, enlisted Buck to spy on a nearby clan of orcs and half-orcs. All too happy to avoid his studies, Buck pursued his new commission with enthusiasm, reporting back to the Headmaster as directed.
After several months, Buck strayed too far into the clan's territory and was captured, albeit after considerable effort given Buck's fighting prowess. Expecting to be killed or ransomed, Buck was surprised to be treated more as a ally than a prisoner; eventually even being allowed to go on hunts and raids. In spite of--or perhaps because of--their primitive and barbaric ways, Buck thrived, far preferring the physicality of the orcs to the boring intellectual pursuit of school.
Buck remained with the clan for over two years, and soon forgot his less happy time at the school. Buck was surprised to learn that many orcish tribes not only tolerated homosexuality was but actively encouraged the practice, especially among the warriors. The tribe believed that a sexual relationship would ensure warriors would fight not only for self-preservation, but to preserve the lives of their seuxal partners as well. Indeed, Buck's sexual passion became bound up in his passion for fighting. What outsiders considered rage, Buck considered primal passion. Buck may look like a human, but he acts, fights and lusts like an orc.
Buck's new life came to an abrupt end when a group of "adventurers" invaded his clans underground home, killing men, women and children, often as they slept. Shockingly, the leader of these adventurers was supposedly a good and noble paladin who viewed orcs as evil enemies worthy of extermination. Ironically, Buck was only save because of race, since the paladin assumed he was a captive rather than a tribesman.
His "rescuers" mistook his horror as a consequence of captivity, rather than for what it was: the trauma of seeing his friends, family and lovers slaughtered by a people he no longer considered his own. Buck snuck away from the paladin and his party at first chance, and has been wandering on his own ever since.
Big K, as his friends call him, is a 6'10" Brass Dragonborn weighing in at 300 lbs. His village was destroyed in an orc raid when he was a child, he survived but was made into a beast of burden for his human rescuers. As he grew, his potential as a fighter became obvious and his "master" started taking him to pit fights.
For a special fight, his master assured the bookies that Big K is not only a Bronze Dragonborn, but that he will throw the fight. He neglected to tell Big K about his impending loss. When the adolescent Troll was released and cracked K in the face, the world spun and suddenly he heard his mother's voice. She was telling him about how Dragonborn were created when the Dragon god Io was cut in half by a Primordial titan. One half became Bahamat, the other became Tiamat, and together they defeated the titan that slew Io. But, when the blood of the Dragon god touched the ground, from that spilled blood sprung Dragonborn.
In this, he remembered that he was a child of destruction, born from violence, and he would be the destroyer not the destroyed. He raged, struck back, and finally burned the troll to ashes. The bookies weren't pleased they were lied to, but were savvy enough to place blame on his lying master instead upon the naive Dragonborn. Rather, Big K was now an investment as his renown as a pit gladiator was spreading. Free for the first time he could remember, he seeks out those with better judgement than himself and reminds himself that he is the son of destruction, by breaking down what was a new thing is created. He is the breaker, what is created in the wake is up to the gods.
He's lvl 2 right now, probably going to go Zealot at 3.
Asmund, goliath ancestral barbarian. Planning on multiclassing into ancient paladin at some point. Unarmored defense whoo!
Typical backstory about losing parents when young, he grew up in the wilds by himself. Found another golitah tribe and was taken in for a short while. Chased out of the tribe for becoming close friends with the chiefs daughter.
As they both got older they would meet up in secret locations, away from her tribe. During one of these meet ups they both noticed an unnatural storm close by and went to investigate. They have taken it upon themselves to protect their surroundings and nature, and to restore natural balance.
The chieftains daughter is a goliath druid / cleric. Specialized in healing and restorative magic.
Ilikan "Fierce Child" Thunukalathi, Goliath Totem Barbarian (bear of course). Standing 8 foot 2 inches and 510 pounds, he is a mountain of bulky muscle. He loves using his Triceratops horn as a great club in combat, while wearing his gloves made from Girallon paws. His most recent fight in Tomb of Annihilation, he stood toe to toe with a Frost Giant and barely survived (3 HP), mostly due to interference/help from an NPC that joined the encounter. Now he is going to try to use the massive axe the Frost Giant was wielding, with DM permission of course and with disadvantage on all attack rolls :)
He reminds one of the Stephen Lynch song "Special Ed"
When I was a boy of 10, I had a very best friend Ed was kind, with good intent But just a little different
Oh, special Ed Mama dropped him on his head Now he's not so bright instead He's a little bit special Just a little bit
Full backstory:
Ilikan was born to two particularly fierce warriors from Clan Thunukalathi, and quickly outgrew his piers, towering at least a foot above tribe members of the same age. These factors, combined with the Goliath way of life, ensured that his parents drove him even harder than normal to contribute to the tribe, often pushing him to attempt tasks normally reserved for those much older and accomplished. This paid off and he was lauded in the tribe for his early accomplishments. He earned the clan nickname of "Fierce Child".
This all came to an end one day when his parents took him on an especially difficult dragon hunt high in the mountains. The dragon was twice the size of any dragon either of his parents had ever fought on their own, but they were sure that together the three of them would triumph. They were horribly mistaken, and they did not survive. Early in the fight, the 12 year old Ilikan, inexperienced in fighting dragons, was easily thrown off the mountain with a single flick of the tail. The fall was far, and he landed quite hard on his head. He does not know that his parents perished during the fight though.
Now, Ilikan was never the smartest Goliath, but the fall on the head made him seem simple even by Goliath standards. His skills in battle never wavered though, and his basic survival skills and sense of contribution remained. As he was lying at the foot of the mountain after his great fall, Ilikan was found by an especially nasty character who ran a Gladiator arena. Seeing the potential riches he could earn with a Goliath in his arena, he had his men load the unconscious Ilikan on a cart. Ilikan, with his damaged mind, was quite easily persuaded that his clan abandoned him after his fall, and that the only way to survive was in the arena. This made sense to him, as he had "clearly" failed one of the most basic tenants of being a Goliath: Survival of the Fittest. He fell off a mountain, so obviously he was a liability for the entire tribe. Or so he was made to believe by the devious arena owner. He fought and thrived in the arena, with so few competitors ever having seen a Goliath, never mind faced one of the best young Barbarian Warriors the tribes ever produced. When Ilikan finally stopped growing at 8 foot 2 inches tall, those who had actually encountered Goliaths before regarded him as one of, if not the largest they had ever seen.
Harold Tosscobble - Stout Halfling - Level 3 Ancestral Guardian.
First thing to know about Harold is he doesn't always necessarily get angry to rage. About half the time it's just that he is wine drunk. As wine is drink of choice having come from a long family of wine makers. Though Tosscobble wine was always on the lower end of the scale price wise and was known more for blowing your face off rather than delicate flavours. But Tosscobble wine fell on hard times after an event simply known as "Brown Wednesday". Harold has not told any of the party what happened that day yet..... But as a result he is on a quest to learn how to make wine and try to regain the respect the Tosscobble name had before. As after that day his families vineyards were bought up by rich wine makers to pay of the debts caused by the damages of "Brown Wednesday".
For now though he travels with the party he refers to as team squish. As it's a rogue, bard, warlock and Sorcerer all with not great hit points. So he generally acts as a shield for them so they don't die. While they have to deal with him being rowdy and his poor decision making in stressful situations (Plan to infiltrate pirate ship went wrong and he nearly was about to strap a load of gun powder to his hammer to just sink it).
So far playing him has been fun. I have been having to get creative in new ways not having magic like I usually do. Like making the Grapple Axe of Returning (Some rope with a hand axe on one end and a grappling hook on the other) and using a person as a weapon to hit 3 other people. Looking forward to hitting level 4 so I can have almost perfection stat wise with 18 Str, 18 Dex and 18 Con (currently at 16).
I played a human bear totem barbarian last season of AL. We played tomb of annihilation.I joined in about half way through the season. The party was lvl 4-5 already and consisted of only casters and range dpr for PC's. So I figured we needed a tank. Using the point buy system and started with 16,16,16,8,8,8. ( Took resilient dex as my human bonus feat) I went sword and board. I ended up maxing con as fast as possible. Ending the season at lvl 8. I based my character of of Mowgli from The jungle book. ( The BEAR necessities get it LOL?)
Anyways my most memorable moment playing this character was when we dove into a young red dragons lair. When it finally landed I was able to not only grapple it but shove it to the ground in one turn! And was able to keep it there as the rest of the party walked up and point blank blasted that flying lizard to death.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ah, the mountains of muscle and power that are BARBARIANS!
Fighters may be proficient in their technique, feeble spellcasters may have their magic, and those sneaky rogues might get lucky with their sharp little toothpicks...but when you simply need a physical terror on the battlefield, nothing quite compares to the raw ferocity of a barbarian. With their Rage mechanic, there are few physical threats they can't deal with...and they have the vigor and damage to provide lasting aid to their companions.
But what sort of backstory makes your barbarian unique? Are they just your typical "angry guy with an axe"? Or is your barbarian a warrior whose "rage" is simply a battle trance they enter to achieve focus? Did something happen in their past that drove them down a path of slaughter and combat? Are they from the wild frontier at the edge of civilization, or are they a ruthless killer from some urban city?
With "Xanathar's Guide to Everything", there are even more options for what makes your barbarian who they are...they can be chosen warriors of some divine god, an embodiment of nature, or a spiritual combatant fighting for their ancestors.
Discuss below what makes your barbarian unique...tell their story, or some of the great things they've done!
For a one-shot I made a lvl17 character. 14 lvl Zealot barbarian / 3 lvl Battle Master fighter. He is an elderly folk hero tortle, bit senile. So people will see him as harmless and slow. Then he can surprise them with his 50ft movement, extra mobility moves and all that good fun stuff. Get off my lawn!!! even when some group of young adventurers dragged him into a dungeon and he forgot what he was doing there. In my time monsters were actually strong. They just don't make these bassilisks as they used to.
But yeah. He managed to wander out of the retirement home. And the pallidin care taker came chasing after me. Now we're somewhere doing odd stuff. He holds speeches while my tortle comments that he needs to speak up since he's going deaf in that ear. Then the pally needs to speak up and shout which of course attracts the attention of more enemies.
So I'm playing a Halfling Bear Totem Barbarian in a connected one-shot universe based on Matt Mercer's Critical Role universe, and so far he is super fun to play. He makes friends with almost everyone, doesn't fear any alcohol beverage (Shot God's Ale (DC35) just because), and is fiercely loyal to his new-found friends. He is affectionately known as "Fuzzball" or the dwarfling (Name bestowed upon me by a water genasi barbie), because he is 4' tall and 70 lbs, and covered in thick black bear fur. The further drunk he gets, however, the more Dwarvish he becomes, sounding like a Dwarf, slipping into Dwarvish more.
Im super excited to play him more as he develops.
As I developed him, I ended up multiclassing into rogue, because heavy weapons and small creatures dont usually get along that well. So he was a sword and board barbie with a rapier and rogue options. I affectionately called him the "ragebulance" because of his mobility and versatility.
However, Cos, is suffering in the hells with his soul trapped by Fierna. He was attempting to save his Aasimar tempest cleric/storm sorc/pally of Sarenrae and failed his mission.
Kaldyr Tripcloak served as a mere grunt within an adventuring party, consisting of a half-orc named Hurk who wielded a warhammer, a halfling rogue named Fennec with fast hands and sharp blades, a dwarven smith cleric named Runa, a tiefling sorcerer, Tantalus, who was a charlatan good at negotiating deals, and Sydney, a half elf bard who served as the groups leader. Though Kaldyr was merely a glorified cook next to these impressive spell-slingers and skilled warriors, he never felt unwelcome.
One day, the party took on a contract to investigate a series of disappearances around a desolate battlefield, where a number of merchant caravans had gone missing. They were ambushed by necromancers; who summoned both undead and incorpeal spirits to overwhelm the party.
They were taken back to an ancient, worn-down fortress and locked in cells. They discovered other prisoners, who had gone missing from before, and who told them that these necromancers were part of a death cult that operated throughout Faerun. They sought to conquer death and prolong their own lives, and had conducted twisted experiments on the living prisoners to do so.
One by one, Kaldyr witnessed his friends and allies taken from their cells, and heard their shouts and screams as the necromancers subjected them to dark magic. Kaldyr, once a optimistic and positive adventurer, saw his hope shatter in the wake of such evil.
Then, the necromancers came for him. Strapping him to a table, they summoned the spirits of the dead, slowly draining the life from his body. Then, the necromancers conjured a wraith...some ancient warrior of tremendous power and rage, and attempted to force it to possess Kaldyr's weakened body. Perhaps they were trying to bind undead spirits to a living body in order to create an undying creature...?
Their experiment, however, was interrupted. Kaldyr was, in fact, an aasimar; a mortal touched by the radiant power of Mt. Celestia...and when the dark power of the wraith combined with the protective energy of Kaldyr's deva patron, it created a rather large explosion, causing the necromancers and their lab to be flung into chaos.
In the smoke and debris, Kaldyr emerged...though he was not the same. His skin had gone pale, his features gaunt and enveloped in mist. His eyes had darkened into two pits of shadow...with only red beads of rage-filled pupils peering out from the blackness. He had become one with the wraith, and was suddenly driven by the Rage that compelled the undead spirit.
Fueled by both the rage and vengeance for his fallen friends, Kaldyr attacked the necromancers and killed them all. When the last of the necromancers attempted to summon undead to aid them, they were shocked when Kaldyr reflexively summoned the spirits of his fallen comrades...appearing as spectral warriors who held the undead at bay.
Kaldyr slew the last of them, and freed what prisoners remained. But now mourning the loss of his friends, and now possessed by this wraith, Kaldyr was uncertain what the future held in store for him.
And the Rage of the wraith needed to be satisfied, as it was still brimming with bloodlust beneath the surface...
As a barbarian of the Path of the Ancestral Guardian, Kaldyr draws his power from the incorpeal spirits...his Rage is fueled by the wraith bound to his soul, who lends him power and skill, and resistance to physical attacks. When raging, he appears much like a wraith, with red eyes and ghostlike features. His Spirit Shield ability allows him to summons shadows and the shades of his fallen comrades to defend the living.
With the Haunted One background, Kaldyr struggles to suppress the wraith, who seems to yearn for some unknown revenge, possibly against the death cult that had slain Kaldyr's friends. He occasionally sees spirits that no one else can see, not without the use of magic sight. His subclass skill that allows him to use "Augury" and "Clairavoyance" are the result of his studies into incorpeal undead.
He is very much a gothic-styled barbarian.
Kaldyr seeks to track down this death cult, and will Rage whenever encountering necromancers or those using evil magic. He wishes to free himself from the wraith, yet also finds its power useful...
Buchanan "Buck" Walgrave was certainly not born a barbarian. The middle child, and only son, Buck's father was a wealthy merchant and his mother a lesser noble whose own father squandered her family's wealth necessitating her marriage to a common (but rich) merchant.
His family's wealth afforded Buck the opportunity to attend a prestigious boarding school. Buck proved a poor student so he would often sneak away, often at night, to run, swim and explore the countryside. Unbeknownst to Buck, the school knew all about his excursions, but had ulterior motives for allowing them to continue. The School Headmaster, for reasons still unclear, enlisted Buck to spy on a nearby clan of orcs and half-orcs. All too happy to avoid his studies, Buck pursued his new commission with enthusiasm, reporting back to the Headmaster as directed.
After several months, Buck strayed too far into the clan's territory and was captured, albeit after considerable effort given Buck's fighting prowess. Expecting to be killed or ransomed, Buck was surprised to be treated more as a ally than a prisoner; eventually even being allowed to go on hunts and raids. In spite of--or perhaps because of--their primitive and barbaric ways, Buck thrived, far preferring the physicality of the orcs to the boring intellectual pursuit of school.
Buck remained with the clan for over two years, and soon forgot his less happy time at the school. Buck was surprised to learn that many orcish tribes not only tolerated homosexuality was but actively encouraged the practice, especially among the warriors. The tribe believed that a sexual relationship would ensure warriors would fight not only for self-preservation, but to preserve the lives of their seuxal partners as well. Indeed, Buck's sexual passion became bound up in his passion for fighting. What outsiders considered rage, Buck considered primal passion. Buck may look like a human, but he acts, fights and lusts like an orc.
Buck's new life came to an abrupt end when a group of "adventurers" invaded his clans underground home, killing men, women and children, often as they slept. Shockingly, the leader of these adventurers was supposedly a good and noble paladin who viewed orcs as evil enemies worthy of extermination. Ironically, Buck was only save because of race, since the paladin assumed he was a captive rather than a tribesman.
His "rescuers" mistook his horror as a consequence of captivity, rather than for what it was: the trauma of seeing his friends, family and lovers slaughtered by a people he no longer considered his own. Buck snuck away from the paladin and his party at first chance, and has been wandering on his own ever since.
Big K, as his friends call him, is a 6'10" Brass Dragonborn weighing in at 300 lbs. His village was destroyed in an orc raid when he was a child, he survived but was made into a beast of burden for his human rescuers. As he grew, his potential as a fighter became obvious and his "master" started taking him to pit fights.
For a special fight, his master assured the bookies that Big K is not only a Bronze Dragonborn, but that he will throw the fight. He neglected to tell Big K about his impending loss. When the adolescent Troll was released and cracked K in the face, the world spun and suddenly he heard his mother's voice. She was telling him about how Dragonborn were created when the Dragon god Io was cut in half by a Primordial titan. One half became Bahamat, the other became Tiamat, and together they defeated the titan that slew Io. But, when the blood of the Dragon god touched the ground, from that spilled blood sprung Dragonborn.
In this, he remembered that he was a child of destruction, born from violence, and he would be the destroyer not the destroyed. He raged, struck back, and finally burned the troll to ashes. The bookies weren't pleased they were lied to, but were savvy enough to place blame on his lying master instead upon the naive Dragonborn. Rather, Big K was now an investment as his renown as a pit gladiator was spreading. Free for the first time he could remember, he seeks out those with better judgement than himself and reminds himself that he is the son of destruction, by breaking down what was a new thing is created. He is the breaker, what is created in the wake is up to the gods.
He's lvl 2 right now, probably going to go Zealot at 3.
Asmund, goliath ancestral barbarian. Planning on multiclassing into ancient paladin at some point. Unarmored defense whoo!
Typical backstory about losing parents when young, he grew up in the wilds by himself. Found another golitah tribe and was taken in for a short while. Chased out of the tribe for becoming close friends with the chiefs daughter.
As they both got older they would meet up in secret locations, away from her tribe. During one of these meet ups they both noticed an unnatural storm close by and went to investigate. They have taken it upon themselves to protect their surroundings and nature, and to restore natural balance.
The chieftains daughter is a goliath druid / cleric. Specialized in healing and restorative magic.
Ilikan "Fierce Child" Thunukalathi, Goliath Totem Barbarian (bear of course). Standing 8 foot 2 inches and 510 pounds, he is a mountain of bulky muscle. He loves using his Triceratops horn as a great club in combat, while wearing his gloves made from Girallon paws. His most recent fight in Tomb of Annihilation, he stood toe to toe with a Frost Giant and barely survived (3 HP), mostly due to interference/help from an NPC that joined the encounter. Now he is going to try to use the massive axe the Frost Giant was wielding, with DM permission of course and with disadvantage on all attack rolls :)
He reminds one of the Stephen Lynch song "Special Ed"
Full backstory:
Harold Tosscobble - Stout Halfling - Level 3 Ancestral Guardian.
First thing to know about Harold is he doesn't always necessarily get angry to rage. About half the time it's just that he is wine drunk. As wine is drink of choice having come from a long family of wine makers. Though Tosscobble wine was always on the lower end of the scale price wise and was known more for blowing your face off rather than delicate flavours. But Tosscobble wine fell on hard times after an event simply known as "Brown Wednesday". Harold has not told any of the party what happened that day yet..... But as a result he is on a quest to learn how to make wine and try to regain the respect the Tosscobble name had before. As after that day his families vineyards were bought up by rich wine makers to pay of the debts caused by the damages of "Brown Wednesday".
For now though he travels with the party he refers to as team squish. As it's a rogue, bard, warlock and Sorcerer all with not great hit points. So he generally acts as a shield for them so they don't die. While they have to deal with him being rowdy and his poor decision making in stressful situations (Plan to infiltrate pirate ship went wrong and he nearly was about to strap a load of gun powder to his hammer to just sink it).
So far playing him has been fun. I have been having to get creative in new ways not having magic like I usually do. Like making the Grapple Axe of Returning (Some rope with a hand axe on one end and a grappling hook on the other) and using a person as a weapon to hit 3 other people. Looking forward to hitting level 4 so I can have almost perfection stat wise with 18 Str, 18 Dex and 18 Con (currently at 16).
"Toss a coin to your [Insert class here]"
I played a human bear totem barbarian last season of AL. We played tomb of annihilation.I joined in about half way through the season. The party was lvl 4-5 already and consisted of only casters and range dpr for PC's. So I figured we needed a tank. Using the point buy system and started with 16,16,16,8,8,8. ( Took resilient dex as my human bonus feat) I went sword and board. I ended up maxing con as fast as possible. Ending the season at lvl 8. I based my character of of Mowgli from The jungle book. ( The BEAR necessities get it LOL?)
Anyways my most memorable moment playing this character was when we dove into a young red dragons lair. When it finally landed I was able to not only grapple it but shove it to the ground in one turn! And was able to keep it there as the rest of the party walked up and point blank blasted that flying lizard to death.