Medium Hill Dwarf, Path of the Giant Barbarian, Soldier, Chaotic Neutral
A 32 year old (vis 25), 4'2 (1.27m), 160lbs (73kg) Hill dwarf man with pale skin, thick black short hair and beard. He wears a shoddy dark breast plate over a thick black gambeson, a pair of long black boots, a metal barley shaped amulet around his neck, several small hand axes attached to multiple belts and an ivory horn on his hip. He has an oversized 4' (1.22m) long maul with a 3" (7.62cm) wide wood haft, a flared faceted stone head that is 4" (10.2cm) tall and 8" (20.3cm) wide at the top, it has a dark metal plate as a cap and multiple bands at the base, all etched with runes. When enlarge he's 8'4 (2.54m) and 1,280lbs (581kg). His equipment grows with him and the maul becomes 8' (2.44m) long with a 6" (15.2cm) wide haft, the head is 8" (20.3cm) tall and 1'4 (40.6cm) wide at the top.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. 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. 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. 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. Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor. Crusher. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. Special Items. +1 Maul, Boots of the Vigilant, Amulet of the Drunkard, Slumbering Dragon Vessel
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.
+1 Maul. Melee Weapon Attack: +9 to hit, reach 5ft. one target. Hit 13 (2d6+6) bludgeoning damage.
While Raging: +9 to hit, reach 10ft. one target. Hit 15 (2d6+8) bludgeoning damage.
Hand Axes. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft or range 20/60ft. one target. Hit 8 (1d6+5) slashing damage.
While Raging: +8 to hit, reach 10ft or range 20/60ft. one target. Hit 10 (1d6+7) slashing damage.
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: