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Abilities[]

Ability Source Details First Appearance
Rage Barbarian Level 1 On Maggies turn, she can enter a rage as a bonus action. While raging, she gains the following benefits: she has advantage on Strength checks and Strength saving throws; when she makes a melee weapon attack using Strength, she gains a + 3 bonus to the damage roll; she has resistance to bludgeoning, piercing, and slashing damage. Maggie's rage lasts for 1 minute and ends early if she is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage on her turn as a bonus action. Once she has raged 5 times she must finish a long rest before she can rage again. Episode 2: Volcano of Violence
Unarmored Defense Barbarian Level 1 While Maggie isn't wearing any armor, her Armor Class equals 10 + her Dexterity modifier + her Constitution modifier. She can use a shield and still gain this benefit. Episode 2: Volcano of Violence
Mindless Rage Path of the Beserker level 6 Maggie can’t be charmed or frightened while raging. If she is charmed or frightened when she enters her rage, the effect is suspended for the duration of the rage. Episode 2: Volcano of Violence
Reckless Attack Barbarian Level 2 Maggie can throw aside all concern for defense to attack with fierce desperation. When she makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn. Episode 2: Volcano of Violence
Extra Attack Barbarian Level 5 Maggie can attack twice, instead of once, whenever she takes the Attack action on her turn. Episode 2: Volcano of Violence
Frenzy Path of the Beserker level 3 Maggie can go into a frenzy when she rages. If she does so, for the duration of her rage she can make a single melee weapon attack as a bonus action on each of her turns after this one. When her rage ends, she suffers one level of exhaustion. Episode 2: Volcano of Violence
Danger Sense Barbarian Level 2 Maggie gains an uncanny sense of when things nearby aren’t as they should be, giving her an edge when she dodges away from danger. She has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, she can’t be blinded, deafened, or incapacitated. Episode 2: Volcano of Violence
Feral Instinct Barbarian Level 7 Maggie's instincts are so honed that she has advantage on initiative rolls. Additionally, if she is surprised at the beginning of combat and isn't incapacitated, she can act normally on her first turn, but only if she enters her rage before doing anything else on that turn. Episode 3: The Caged Elf and the Crown
Infernal Legacy Race: Teifling Maggie knows the thaumaturgy cantrip and can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regains the ability to do so when she finishes a long rest. Maggie can also cast the darkness spell once with this trait and regains the ability to do so when she finishes a long rest. Charisma is her spellcasting ability for these spells. Episode 4: Airship Ambush
Brutal Critical Barbarian Level 9/13 Maggie can roll two additional weapon damage die (as Maggie is above 13th level) when determining the extra damage for a critical hit with a melee attack. Episode 4: Airship Ambush
Relentless Rage Barbarian Level 11 Maggie's rage can keep her fighting despite grievous wounds. If she drops to 0 hit points while she's raging and doesn’t die outright, she can make a DC 10 Constitution saving throw. If she succeed, she drops to 1 hit point instead. Each time she uses this feature after the first, the DC increases by 5. When she finishes a short or long rest, the DC resets to 10. Never used
Intimidating Presence Path of the Berserker level 10 Maggie can use your action to frighten someone with her menacing presence. When she does so, she chooses one creature that she can see within 30 feet. If the creature can see or hear her, it must succeed on a Wisdom saving throw (DC equal to 8 + her proficiency bonus + her Charisma modifier) or be frightened of her until the end of her next turn. On subsequent turns, she can use her action to extend the duration of this effect on the frightened creature until the end of her next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Maggie. If the creature succeeds on its saving throw, Maggie can’t use this feature on that creature again for 24 hours. Never used
Retaliation Path of the Berserker level 14 When Maggie takes damage from a creature that is within 5 feet, she can use her reaction to make a melee weapon attack against that creature. Never used
Hellish Resistance Race: Teifling Maggie has resistance to fire damage Episode 4: Airship Ambush


Inventory[]

Item Aquired From Details First Appearance
Hammer of Flames Unknown Deals magical damage for the sake of overcoming resistances and immunities. Can deal fire damage if it would deal more than the standard bludgeoning. Any hit against an object is considered a Critical Hit and deals maximum damage. Episode 1: Welcome to the Dark Side
Locket of Striding and Springing (mechanically the boots of striding and springing) Unknown While Maggie wears this locket, she can jump three times the normal distance, though she can't jump farther than her remaining movement would allow. Episode 2: Volcano of Violence
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