Action Menu-Burrit

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Greatstriker

Burrut
Form of the Beast RAGE
Choose the form of your natural Weapon each time you rage: On your turn, you can enter a rage as a bonus action. (4 per Long
Rest) While raging, you gain the following benefits:
• Bite - 1d8+5 piercing - Once on each of your turns when you
damage a creature with this bite, you regain 4 HP, provided you have • You have advantage on Strength checks and Strength saves.
less than half your hit points when you hit.
• When you make a melee weapon attack using Strength, you
• Claws - 1d6+5 slashing - Each of your hands transforms into a claw, gain a bonus +3 to the damage roll.
which you can use as a weapon if it’s empty. Once on each of your
turns when you attack with a claw using the Attack action, you can • You have resistance to bludgeoning, piercing, and slashing
make one additional claw attack as part of the same action. damage.

• Tail - 1d8+5 piercing - it has the reach property. If a creature you If you are able to cast spells, you can’t cast them or concentrate on
can see within 10’ hits you with an attack roll, you can use your them while raging.
reaction to swipe your tail and roll a d8, applying a bonus to your AC Your rage lasts for 1 min. It ends early if you are knocked unconscious
equal to the number rolled, potentially causing the attack to miss. or if your turn ends and you haven’t attacked a hostile creature or
taken damage since your last turn. You can also end your rage on
your turn as a bonus action.
Bestial Soul
When you finish a short or long rest, choose 1 of the following Reckless Attack
benefits, which lasts until you finish a short or long rest: When you make your first attack on your turn, you can decide to
• You gain a swimming speed equal to your walking speed, and you attack recklessly. Doing so gives you advantage on melee weapon
can breathe underwater. attack rolls using Strength during this turn, but attack rolls against
you have advantage until your next turn.
• You gain a climbing speed equal to your walking speed, and you can
climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Danger Sense
You have advantage on Dexterity saving throws against effects
• When you jump, you can make a Strength (Athletics) check and
that you can see, (can’t be blinded, deafened, or incapacitated.)
extend your jump by a number of feet equal to the check’s total.
You can make this special check only once per turn.
Feral Instinct
You have advantage on initiative rolls.
Brutal Critical If you are surprised at the beginning of combat and aren’t
You can roll one additional weapon damage die when determining incapacitated, you can act normally on your first turn, but only if
the extra damage for a critical hit with a melee attack. you enter your rage before doing anything else on that turn.

Goring Rush Sagacious Trident of the Waning Tide


Immediately after you use the Dash action on your turn and move Counts as a magic and silver weapon, 5 charges.
at least 20 feet, you can make one melee attack with your horns
as a bonus action. • 1 charge, after a successful weapon attack with the Trident, it
will dispel any active magical effects of 3rd level or lower on the
target. Additional charges can be spent to increase the effect.
Hammering Horns
• 1 charge, the Trident gains the returning quality for the next hour.
Immediately after you hit a creature with a melee attack as a part If you make a ranged attack with a returning weapon, hit or miss,
of the Attack action on your turn, you can use a bonus action to you catch it at the end of your turn if you still have a free hand.
attempt to shove that target with your horns. The target must be
within 5 feet of you and no more than one size larger than you.
Unless it succeeds on a DC 17 Strength save, you push it up to 10
feet away from you.

Str Attack +9 Dex Attack +5

Athletics +9 Insight -1 Deception +1


Acrobatics +2 Perception +3 Intimidation +5
Sleight o’ Hand +2 Survival +3 Performance +1
Stealth +2 Persuasion +1

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