Tsuyui Kokoro Flame erupted again, this time from behind Tsuyui and not from the farm house. It was joined by water from Turushno that threatened to knock the demon daimyo from his feet. Meiji had decided to switch tactics as the ronin leapt upon the huge akuma attempted to restrict its ability to fight back. Not waiting for any invitations, Tsuyui swung his axe again, taking advantage of the distractions of flame, water and clinging warriors. His wild magic gift materialized again in the form of a foul kappa , that crawled out of Turushno's mud to explode next to the giant oni.
Movement: stay put
Action: Great Axe attack Shu Ten
Bonus Action: Summon Wild Surge Spirit to L18, explosion to harm Shu Ten (DC13 DEX save)
Reaction: Depending on how much damage he takes in response, maybe use Stone's Endurance
Free Action:
Conditions: Rage, Wild Surge
Rolls: Dice attack Shu Ten :
2d20+5sch17
(2 , 18 )+5
✔
Total = 25
Dice Wild Surge force damage :
Tsuyui Kokoro | 3rd-Level Goliath Wild Magic Barbarian
HP: 32/35 | AC: 15 | Speed: 30 ft. | Init: +2 | PP: 12 | Rages: 2/3 | Stone's Endurance: 1/1 | Magic Awareness: 2/2
Weapons: +5 to attack, 1d12+3, S, heavy, two-handed Great Axe , +5 to attack, 1d6+3, S, light, thrown, 20/60 Hand Axe , +5 to attack, 1d6+3, P, thrown, 30/120 Javelin
Features: You have proficiency in the Athletics skill. Natural Athlete , You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Stone's Endurance , You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Powerful Build , You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Mountain Born , Light Armor, Medium Armor, Shields Armor Prof. , Simple Weapons, Martial Weapon Prof. , 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 +2 bonus to the damage roll. This bonus increases as you level.
• 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 maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. Rage , 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. Unarmored Defense , A gladiator as more an entertainer background 5e like any minstrel or else the circus performer trained to make the arts of combat into the spectacle the crowd able to enjoy. Like this type of flashy combat is your 5e entertainer routine. though you may have some skills like the tumbler or actor.
Using by popular demand feature you have capability to find a place which is helped to perform in any place that features combat for entertainment-perhaps a gladiator either arena or secret pit fighting club. You can easily replace the your wishing musical instrument in your equipment package with an inexpensive but unusual weapon like a trident or net. By Popular Demand , 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. Danger Sense , 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. Reckless Attack , When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Magic Awareness , Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level. 2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. 3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. 4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. 5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. 6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. 7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. 8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
Wild Surge
__________________
I have taken the Oath.