A primal force of nature, Krünn uses his strength to overcome any obstacles.
The muscles of his body are gigantic and intimidating.
Krünn is a Barbarian from the High Mountains, who lost contact with his people long ago and became a city dweller, making a life by robbering and selling stolen goods in the black market.
To create this character, played by Dani Rodríguez, I’ve chosen the Barbarian Class and the Goliath Race.
STR 17 (+3) DEX 13 (+1) CON 15 (+2) INT 8 (-1) WIS 10 (0) CHA 12 (+1)
ARMOR CLASS 13 HIT POINTS 14 SPEED 30 feet ALIGNMENT neutral
PROFICIENCY BONUS +2 (adds to attack rolls, saving throws with str&con, chosen skills)
ARMOR AND WEAPON PROFICIENCIES: light and medium armor, shields, simple and martial weapons.
TOOL PROFICIENCIES: dice gaming set, thieve’s tools.
SKILLS: athletics, intimidation, perception, stealth, survival.
LANGUAGES: common, giant.
STARTING EQUIPMENT: belt pouch with 15 gold pieces, crowbar, dagger, greatsword, set of dark common clothes with hood, thieve’s tools. And the Coin of Treachery.
AT FIRST REFRESHING POST (IF REACHED): explorer’s pack, gaming set of dice, javelins (x4).
Krünn has learnt to work with all sorts of criminals from many places and he can easily get in touch with them, or detect their presence. Knows how to communicate with them and diferentiates a thief from an assassin at a distance. He is also good at guessing who would accept a bribe, if necessary.
PERSONALITY: First thing he does in any new place is noting the locations of everything valuable.
LOYALTY: To his friends and beloved ones, anyone else can take a trip down the Styx.
BOND: He wants to become the greatest thief that ever lived.
FLAW: When he sees something valuable, can’t think of nothing else but how to steal it.
Stone’s Endurance: when taking damage, use a reaction to roll a d12+CON modifier and reduce the damage by that total (use once after every rest).
Powerful Build: counts as one size larger when determining carrying capacity and the weight he can push, drag or lift.
Mountain Born: acclimated to high altitude and naturally adapted to cold weather.
Rage: on your turn, as a bonus action, you can enter a rage and get advantage to STR related checks, add +2 to damage rolls and get resistance to bludgeoning, piercing and slashing damage; lasts for 1 minute or until fight ends or you can finish it as another bonus action; you have two rages after every rest. (An example of an enraged attack damage with a greatsword: 2d6+5; max=17hp.)
Unarmored Defense: while you are not wearing armor, add CON modifier to your AC.
Hit Points: +9 (23 in total).
Reckless Attack: you can decide to make a reckless attack on your first attack of your turn, getting advantage to attack rolls using STR, but giving advantage to attack rolls against you until next turn.
Danger Sense: you have advantage on DEX saving throws against effects that you can see and react.
Hit Points: +9 (32 in total).
Rage: you now have three rages after every rest.
Primal Path of the Beserker
Frenzy: you can decide to get frenzy when you are enraged; if you do so you can do another attack as a bonus action, until rage finishes; once done you get one level of exhaustion.