| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 14 | +2 | +5 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Rage
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a +2 bonus to the weapon damage
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Attacks per Action: 2
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d12 + 3) Slashing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 4 Slashing damage.
Ypinga. Ranged Weapon Attack: +6 to hit, range 20/60 ft., 1 target. Hit: 6 (1d6 + 3) Slashing damage + 2 (1d4) Psychic
Description
Gladiator of Chult
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/29/2026 12:56:21 AM
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2
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2
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Coming Soon
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