Permutating Pivot

Chan'ce (the White Wolf)
Class: Barbarian (Path of the Wild Heart): 12   Proficiency BonusPB: +4
Alignment: True Neutral Speed: 55 feet
Hit PointsHP: 161   Hit DiceHD: 12d12 AC: 19
STR: 20 (+5) Save: +9
Athletics: +9
INT: 8 (-1) Save: -1
Nature: +7
DEX: 17 (+3) Save: +7 Adv
Initiative: +3 Adv, Stealth: +7
WIS: 12 (+1) Save: +1
Animal Handling: +5, Perception: +5
CON: 18 (+4) Save: +8
CHA: 10 (+0) Save: +0
Intimidation: +4
Other Info
Height: 5' 11'' Weight: 175 lbs Lineage: Lykosian (humanoid) Gender: Male Size: Medium
AppearanceLooks: Massive, powerful wolf-like build. White fur, black lips, big teeth, frightening to behold. Temperament: Chan-ce Kija is alert and coiled like a spring. Always ready to act on instinct. Flaws: Uncivilized and unmannered.
Traits: Avoids unnecessary attachments.
Always prepared to act when others hesitate.
Ideals: Death is part of life, meteing it out is natural. Always ready to do so. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Sylvan, Druidic Proficiencies: All Weapons, Light & Medium Armors, Shields, Herbalism Kit
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Blade of Arawn, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Lykosian
  Darkvision. You have Darkvision with a range of 60 feet.
  Natural Hunter. You have proficiency with Perception.
  Pack Tactics. You have Advantage on attack rolls against a creature if at least one of your non-Incapacitated allies is within 5 feet of that creature.
  Sharp Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal 1d6+5 Slashing damage.
  Sharp Teeth. Your teeth are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal 1d4+5 Piercing damage, and if the target is your size or smaller they must make a Strength saving throw (DC 17) or gain the Prone condition.
Background
Wayfinder: +1 Dexterity, +1 Constitution, +1 Strength, Stealth, Nature, Tough.
Feats
Tough: Your maximum Hit Points are increased by 2 per character level.
Charger: +1 Strength. When you take the Dash action, your Speed increases by 10 feet for that action. Once per turn, if you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, you can either gain 1d8 bonus damage of the same type as the attack, or push the target up to 10 feet away if it is no more than one size larger than you.
Mage Slayer: +1 Strength. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest.
Resilient: +1 Dexterity. You have proficiency with Dexterity saving throws.
Class: Barbarian
Class Features: Rage (+3 Rage Damage Bonus) []/LR regain 1/SR, Unarmored Defense: 17 AC, Weapon Mastery (Longsword, Greatsword, Battle Axe, Halberd), Danger Sense (Adv on Dex saves), Reckless Attack, Primal Knowledge (Animal Handling), ASI: Charger (+1 Str), Extra Attack, Fast Movement (+10 Speed w/o Heavy Armor), Feral Instinct (Adv on Initiative), Instinctive Pounce (Move up to half Speed when activating Rage), ASI: Mage Slayer (+1 Str), Brutal Strike (Forceful Blow, Hamstring Blow, +1d10 damage), Relentless Rage, ASI: Resilient (+1 Dex)
Subclass Features
Level 3: Feral Affinity (Terrestrial): You develop an affinity with swift pursuers such as cheetahs or wolves, or overbearing chargers such as bulls, rhinos, rams, or boar. Your Speed improves by 10 feet, you can take the Dash action as a Bonus Action during your turn, and Opportunity Attacks targeting you have Disadvantage.

Level 3: Wildergift (Terrestrial): You gain Expertise with Nature if you are proficient, otherwise you gain proficiency. You also learn your choice of Druidic or Sylvan.
  In addition, you may expend a use of your Rage to force a terrestrial Beast that you can see within 120 feet to make a Wisdom saving throw (DC 10 plus your Wisdom modifier and Proficiency Bonus). On a failure, the Beast has the Charmed condition until you finish your next Short or Long Rest. The Beast has Advantage on the save if you or your allies are fighting it. If you or your allies deal damage to the target or harm other Beasts of its kind, the effect ends immediately.
  You have a telepathic link with the Charmed Beast while the two of you are on the same plane of existence, through which you can communicate basic ideas and feelings, and use any of the Influence action's skill options on the Beast. The Charmed Beast is Friendly to you and your allies but will not endanger its own life, means of survival, or own best interests.
  Most Beasts have little to say about topics that don't pertain to survival or companionship, but they can give you information about nearby locations and monsters and can scout and act as a lookout or distraction for you.
Level 6: Improved Feral Affinity (Terrestrial): Once per turn if you run at least 10 feet toward a target immediately before hitting it with a melee weapon or Unarmed Strike you can choose to gain 1d12 bonus damage of the same type as the attack.
Level 10: Improved Wildergift (Terrestrial): A terrestrial Beast Charmed by your Wildergift feature is now willing to endanger themselves to help you, including fighting on your behalf. In combat they act during your turn and will move and use their Reaction on their own, but the only action they will take is the Dodge action unless you use your Bonus Action to command them to take an action in their stat block or some other action.
  If you have the Incapacitated condition they will act on their own, but will attempt to drag you to safety or otherwise protect you if possible. They will not fight to the death if they can avoid it, and will flee dangerous situations if they have 4 or fewer Hit Points.
Armor and Attacks
Armor: Unarmored Defense: 19 AC
Attacks: Blade of Arawn +2 (critical hit on 19-20)
  Halberd [Cleave] 2h, 10-feet, +11 to hit, 1d10+7 Slashing damage, Heavy, Reach, Two-Handed
  Greatsword [Graze] 2h, 5-feet, +11 to hit, 2d6+7 Slashing damage, Heavy, Two-Handed
  Battle Axe [Topple] 1h, 5-feet, +11 to hit, 1d8+7 Slashing damage, Versatile (d10)
  Longsword [Vex] 1h, 5-feet, +11 to hit, 1d8+7 Slashing damage, Versatile (d10)
  ...+3 Rage Damage Bonus when Raging
  ...+1d10 from Brutal Strike 1/turn
  ...+1d12 from Improved Feral Affinity 1/turn
  ...+1d8 from Charger 1/turn
Claws Unarmed, 5-feet, +9 to hit, 1d6+5 Slashing damage