Dwarven Resilience. They have advantage on saving throws against poison, and they have resistance to poison damage.
Dwarven Fortitude Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself for the die's total plus your CON modifier (+5)
Durable - When you roll a Hit Die to regain HP, the min HP you regain from the roll equals 10.
Indomitable - You can reroll a saving throw that you fail - you must use the new roll. Once per long rest.
Action Surge (once per long rest) - On your turn, you can take one additional action.
Equipment. Maul+3 and Bracers of Defense
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.
Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.
Push. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 ft. to an unoccupied space if the target is no more than one size larger than you.
Rune Carver - Baerden has the following tattoos of a Fire Rune (expertise with tools), Storm Rune (advantage INT Arcana test and can't be surprised), Cloud Rune (advantage on DEX (Sleight of Hand) checks and CHA (Deception) checks.) and Frost Rune (advantage on WIS (Animal Handling) checks and CHA (Intimidation) checks.)
Multiattack. Baerden makes three Maul attacks (+2 damage when raging) and once Push
Maul+3. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
Fire Rune (1/short Rest). When you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw (DC18) or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.
Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Great Weapon Master - Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Dodge action/Heal Attacks against you have disadvantage and you can spend one Hit Die to heal yourself for the die's total plus your CON modifier (+5)
Giant’s Might (5 /Long Rest) As a bonus action, become Large, which last for 1 minute:
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d8 damage to a target on a hit.
Great Weapon Master Attack - On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.
Rage (Bear Totem) - Bonus Action to gain +2 STR damage, advantage on Strength saving throws. and resistance to all damage except psychic damage.
Second Wind - Regain 1D10 + 11 HP
Activate Storm rune
Storm Rune (if activated) - 1 minute - use reaction to give ADV or DADV before roll to creature in 60 F
Runic Shield - When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. 5/ Long rest
Cloud Rune - When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Description
Combat Sequence
First round
BA RAGE (1 minute - ADV ST STR and take half damage and *+2DMG)
ACTION - Attack 3 times to hit +13 - 2D6+8 +2*
Second Round
BA Giants Might (1 minute - become Large - first Hit per round +1D8
ACTION - Attack 1 to hit +13 - 2D6+8 +2*+13 2D6+10 + 1D8
Attack 2 and 3 +13 to hit 2D6+10
Third round +
BA Storm Rune (1 minute - use reaction to give ADV or DisADV before roll to creature in 60 F)
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