Large Giant, Chaotic Evil
Armor Class 15 (Mage armour)
Hit Points 52 (8d6 + 24)
Speed 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
18 (+4)
Skills Arcana +8, Investigation +8, Religion +8
Senses Darkvision 60ft, Passive Perception 12
Languages Common, Giant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Sorcery Points Baruk has 8 sorcery points that he can use to empower spells.  When Baruk rolls damage for a spell, he can spend 1 sorcery point to reroll a number of the damage dice up to his Charisma modifier (minimum of one). He must use the new rolls.

Potent Cantrips. Baruk can add his spellcasting ability modifier (+4) to the damage he deals with any cantrip.

Spellcasting (Sorcerer). Baruk's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Baruk has following sorcerer spells prepared:

Cantrips (at will): fire bolt, light, minor illusion, ray of frost

1st level (4 slots): mage armor, magic missile, shield, sleep

2nd level (3 slots): cloud of daggers, mirror image, scorching ray

3rd level (3 slots): counterspell, fireball, hypnotic pattern

4th level (2 slots): ice storm, wall of fire

Wild Magic Surge Baruk's spellcasting can unleash surges of untamed magic. Once per turn Baruk must  roll a d20 immediately after he casts a sorcerer spell of 1st level or higher. If he rolls a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Tides of Chaos Baruk can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once he does so, he must finish a long rest before he can use this feature again.

 

Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

 

Reactions

Bend Luck Baruk has the ability to twist fate using his wild magic. When another creature he can see makes an attack roll, an ability check, or a saving throw, he can use his reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creature’s roll. He can do so after the creature rolls but before any effects of the roll occur.

Description

Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.

Baruk is that incredibly rare of creatures, an intelligent ogre, and one who has sorcerer blood flowing through his veins.  Gifted with the ability to manipulate wild magic, Baruk has used this to rise in power as an ogre.  Baruk normally travels with his brother, Torak.

Previous Versions

Name Date Modified Views Adds Version Actions
9/27/2020 3:18:16 PM
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9/27/2020 3:58:23 PM
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Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

AquarionRavenmane

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