Conan the Barbarian (Franchise)
Conan the Barbarian (also known as Conan the Cimmerian) is a fictional sword and sorcery hero who originated in pulp magazines and has since been adapted to books, comics, films (including Conan the Barbarian and Conan the Destroyer), television programs (animated and live-action), video games, and role-playing games. Robert E. Howard created the character in 1932 for a series of fantasy stories published in Weird Tales magazine.
Thought to be the earliest known appearance of Robert E. Howard’s character was that of a black-haired barbarian with heroic attributes named Conan in the 1931 short story “People of the Dark”. By 1932, Howard had officially conceptualised Conan and in his lifetime wrote 21 stories. Over the years more than 50 works are attributed to other writers in the Conan canon.
Conan the Barbarian (5E)
Conan the Barbarian
Medium humanoid (human), neutral barbarian 1/ranger 1/rogue (thief) 3/fighter 11 (champion)
Armor Class 14 (hide)
Hit Points 118 (1d12+12d10+3d8+32)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 14 (+2) | 14 (+2) | 12 (+1) | 13 (+1) | 10 (+0) |
Saving Throws Str +9, Con +7
Skills Athletics +14, Intimidation +5, Sleight of Hand +7, Stealth +12, Survival +6; disguise kit +5, thieves’ tools +5
Senses passive Perception 11
Languages Common, Thieves’ Cant
Challenge 9 (5,000 XP)
Background: Guttersnipe – Urban Knowledge. Conan and his allies (while outside of combat) move at double their normal speed when traveling between two locations in the same city.
Action Surge (1/Short Rest). Once on his turn, Conan can take an additional action on top of his regular action and a possible bonus action.
Cunning Action (1/Turn). Conan can take a bonus action to take the Dash, Disengage, Hide or Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.
Favored Enemy. Conan has advantage on Wisdom (Survival) checks to track humans and human-abomination hybrids, as well as on Intelligence checks to recall information about them.
Feat: Mobile. Conan can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.
Feat: Power Attack. When Conan makes his first melee weapon attack in a turn, he can choose to take a -5 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Conan can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Conan can only use this feature on his turn.
Fighting Style: Great Weapon Fighting. When Conan rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for Conan to gain this benefit.
Indomitable (1/Long Rest). Conan can reroll a saving throw that he fails but must use the new roll.
Natural Explorer: Mountains. When Conan makes an Intelligence or Wisdom check related to the forest, his proficiency bonus (+5) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Conan gains the following benefits:
- Difficult terrain doesn’t slow his group’s travel.
- Conan’s group can’t become lost except by magical means.
- Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Conan remains alert to danger.
- If Conan is traveling alone, he can move stealthily at a normal pace.
- When he forages, Conan finds twice as much food as he normally would.
- While tracking other creatures, Conan also learns their exact number, their sizes, and how long ago they passed through the area.
Rage (2/Long Rest). On his turn, Conan can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Conan can also end his rage on his turn as a bonus action. While raging, he gains the following benefits.
- Conan has advantage on Strength checks and Strength saving throws.
- When Conan makes a melee weapon attack using Strength, he deals 2 extra damage.
- Conan has resistance to bludgeoning, piercing, and slashing damage.
Remarkable Athlete. Conan adds +2 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
Second-Story Work. Climbing does not cost Conan extra movement. When he makes a running jump, the distance he covers increases by 2 feet (with Remarkable Athlete, 6 feet).
Second Wind (1/Short Rest). On his turn, Conan can use a bonus action to regain 1d10+11 hit points.
Sneak Attack (1/Turn). Conan deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Conan that isn’t incapacitated and Conan doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack. Conan attacks three times.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Dagger (4). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Last edited by a moderator: Oct 23, 2018