Shump

## Rules Information

* 5e

**Shump** is a Level 12 Half-Orc Barbarian following the Path of the Berserker.

## Abilities

* **Darkvision:** Thanks to Shump's orc blood, he has superior vision in dark and dim conditions. He can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He can't discern color in darkness, only shades of gray.
* **Relentless Endurance:** When Shump is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can't use this feature again until he finishes a long rest.
* **Savage Attacks:** When Shump scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
* **Rage:** Shump can enter a rage as a bonus action. While raging, he gains the following benefits if he isn't wearing heavy armor: He has advantage of Strength checks and Strength saving throws. When he makes a melee weapon attack using Strength, he gains a bonus to the damage equal to his Rage Damage (+2). He has resistance to bludgeoning, piercing, and slashing damage.
* **Reckless Attack:** When Shump makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him an advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until his next turn.
* **Danger Sense:** Shump has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can't be blinded, deafened, or incapacitated.
* **Frenzy:** Shump can go into a frenzy when he rages. If he does so, for the duration of his rage, he can make a single melee weapon attack as a bonus action on each of his turns after this one. When your rage ends, he suffers one level of exhaustion.
* **Extra Attack:** Shump can attack twice, instead of once, whenever he takes the Attack action on his turn.
* **Mindless Rage:** Shump can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.
* **Feral Instincts:** Shump has advantage on initiative rolls. If Shump is surprised but isn't incapacitated, he can act normally on his turn, but only if he enters a rage before doing anything else.
* **Brutal Critical:** Shump rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
* **Intimidating Presence:** Shump can frighten someone he can see within 30 feet. They must succeed a Wisdom saving throw (DC=8+proficiency bonus+Charisma modifier=12) or be frightened till the end of Shump's next turn.
* **Relentless Rage:** If Shump drops to 0 hit points while he's raging and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

## Items

### Equipment

* **Head:**
* **Amulet:**
* **Cloak:**
* **Armor:**
* **Hands:**
* **Ring 1:**
* **Ring 2:**
* **Belt:**
* **Boots:**

### Money

* **Gold:** 345 pieces.
* **Silver:** 0 pieces.
* **Copper:** 0 pieces.

## Stats

### Ability scores

 **INT:** 8 (-1) | **WIS:** 10 (+0) | **CHA:** 11 (+0)

### Saves and Skills

* **Saves:** STR, CON.
* **Skills:** Athletics, Nature, Perception, Survival, Intimidation.

### Proficiencies

* **Proficiencies:** Dice set, Vehicles (land).
* **Weapons:** All.
* **Armor:** Light, Medium.
* **Languages:** Common, Orc.

### Other stats

* **AC:** 10 + DEXm + CONm = 16
* **Initiative:** +DEXm = +2
* **Speed:** 40
* **HP Max:** 126