The Fight Before You
Enemy Composition
Pressure
Action
While RAGE
- Resistance to bludgeoning, piercing, and slashing damage.
- +2 damage on Strength-based melee weapon attacks.
- Advantage on Strength checks and Strength saving throws.
- Can't cast or concentrate on spells while raging.
Turn Checklistbefore you end your turn
0 round(s)
Resets: Action, Bonus
The Ledger
Rage
2
States
While Reckless Attack
Reckless AttackInactive
- Advantage on Strength-based melee attack rolls this turn.
- Attacks against you have advantage until your next turn.
Greataxe Strike
1d12+3
Unarmed Strike
Deals a flat 4 bludgeoning damage — no damage die rolled.
Notes
Reference
- Unarmored Defense: AC = 10 + DEX + CON while unarmored; already reflected in printed AC 14.
- Danger Sense: Advantage on DEX saves vs. effects you can see, if not blinded/deafened/incapacitated.
Advice Reference
- Raging keeps you standing — trust the resistance, keep swinging. — You're below a quarter HP but resistance to physical damage is already blunting every hit.
- Rage now — the resistance could be the only thing saving you. — At a quarter HP and not raging, entering Rage now buys resistance to most physical damage.
- Swing the Greataxe — Cleave a second foe if it drops. — Multiple enemies adjacent means Cleave's free second attack is free damage you shouldn't skip.
- Grind down the tough one — Greataxe hits hardest per swing. — Highest floor damage of your two weapons; no gimmick needed against a single hard target.
- Swing the Greataxe at whatever's closest. — It's your hardest-hitting option every single turn — lean on it when nothing else stands out.
- Let the shepherd's fury loose — Rage before the first swing. — Raging first means every hit already carries +2 damage and shrugs off physical pain.
- Flip on Reckless Attack — advantage while the fury's already burning. — You're raging already — Reckless Attack layers on advantage; the extra risk barely matters now.
- Keep swinging or taking hits — Rage fades if you stall a turn. — Rage ends early if a full turn passes without you attacking a foe or getting hit.
- Reckless is on — expect enemies swinging back with advantage. — Every attack against you has advantage until your next turn while Reckless Attack stays toggled on.
- Danger Sense has your back on this — save vs. it with advantage. — You see it coming, so Danger Sense grants advantage on the DEX save against it.
Unknowns — confirm at the table
- No spellcasting stats present on sheet (character has no spells; spellSaveDc/spellAttackBonus left null).
- Player's preferred aggression vs. caution style (affects Rage/Reckless Attack default suggestions) is not specified; advice defaults to an aggressive baseline.
- Player's experience level with D&D/barbarian mechanics is not specified.
- Javelins/handaxes appear in inventory but were not modeled as tracked ranged actions, per the brief's own noted ambiguity about whether to surface them.
- Cleave (Greataxe Weapon Mastery) is modeled as a conditional rider describing a second attack roll against an adjacent foe, without inventing a separate to-hit/damage structure — the kernel's conditionalRider only adds dice/effect text to the same roll.
- Rage's flat +2 damage bonus and Unarmed Strike's flat 4 damage are non-dice values; per the diceExpression pattern constraint they are described in effectText/saveText rather than the damage/extraDamage fields.
- Danger Sense and Unarmored Defense have no numeric payload beyond what's already folded into AC/saves, so they are modeled as chrome.staticReference entries rather than as separate controls.