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Born the only child of Giant blacksmith and former adventurer Eddard McHayden and his wife, High Elf sign-painter Jezebel McHayden, Ephri showed a natural aptitude at both of her father's professions from a relatively young age, barely being out of her seventies before heading off to be an adventurer. Under the training of her father's former squire Eslo Lightfoot, she alongside Virion III Quinnlee became a founding member of The Golden Knights.

Her achievements as one of their number included killing an White Dragon that was terrorising a village, clearing out a temple from the control of a horde of Greenskins that was using it to raid caravans crossing the Central Plains and killing hundreds of undead throughout the Grand Duchy of Tir, amongst other achievements. She is also notable winning the one-on-one Melee at the The Grand Tournament in 3A 182 and winning the Wrestling event in the same in three consecutive years between 3A 181 and 183.

During this time she favoured Enlarged weapons and minimal armour, although did wear a breastplate and helm in the Golden Knights' livery.

Her adventuring came to an end as a result of three factors happening concurrently - her being severely injured after being eaten by a Red Dragon (which she killed from the inside out), the stomach acid of which severely scarred her right arm, right side of her torso and right side of her head; the (second) death of her close friend and fellow Golden Knight Brant Caulder Sr.; and her father being forced to retire from the family business after developing lung cancer - and so she left to recover from her injuries and to tend to her father, who died in 3A 190 of his illness. Following his death, she took over running her family's forge in T'Kashire as well as helping support her mother, and has since become a very highly regarded blacksmith, much like her father before her.

It is revealed in A Gathering Storm that she had a song written about her by Eslo, titled "She Tripped and Got Eaten by a Dragon", which is a popular drinking song in the Grand Duchy and the Halfling Shires . Despite the title and the song's humorous tone, it is actually not as demeaning as it sounds.

Type
NPC

Race
Giant

Race
High Elf

Families
McHayden

Gender
Female

Pronouns
She/Her

Appearance

Hair
Red

Eyes
Green

Scars
Burn scars from right side of face right the way down along right arm to right thigh

Rage Mode
Hair glows flame red, tattoos glow blue, red aura, muscles and veins engorge, sclera of eyes turn black

Personality

Fighting Abilities
Axe fighting, highly skilled wrestler, high endurance, extreme pain tolerance

Barbarian - Class

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Greataxe or (b) any martial melee weapon
  • (a) two Hand Axes or (b) any simple weapon
  • An explorer's pack and four Javelins

 

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

 

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.

 

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage.

Subclass - Ancestral Guardian

Subclass - Battlerager

Subclass - Beast

Subclass - Berserker

Subclass - Juggernaut

Subclass - Raging Fortress

Subclass - Storm Herald

Subclass - Totem Warrior

Subclass - Wild Soul

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

 

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

 

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

 

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.