# Karlach -- Throwbarian (Berserker 5 / Thief 4 / Champion 3)

> **Your Role:** Ranged and melee wrecking ball. Rage, then hurl weapons at enemies for massive damage from any distance. Tavern Brawler doubles your Strength modifier on throws, Thief gives you a second bonus action for double throws, and Action Surge lets you unload 6-8 throws in a single turn. Also, you can pick up enemies and throw them off cliffs.

---

## At a Glance

**Race:** Zariel Tiefling (Karlach's default -- fire resistance, Soul Coin bonus 1d4 fire damage while raging)
**Background:** Outlander or Soldier (Athletics + Survival or Athletics + Intimidation)

**Stats (respec at Withers):** **STR 17** / DEX 14 / CON 14 / INT 8 / WIS 10 / CHA 10
STR is everything. Tavern Brawler doubles your STR bonus on thrown attacks.

> **Auntie Ethel's Hair goes to Karlach.** +1 STR permanently. Progression: 17 base -> 18 (Tavern Brawler at level 4) -> 19 (Ethel Hair) -> 20 (+2 ASI at Rogue 4). This path reaches 20 STR efficiently.

---

## Level-by-Level

### Level 1 -- Barbarian 1

**You gain:**
- **Rage** (2 charges/long rest) -- Resistance to bludgeoning, piercing, and slashing damage. +2 to melee/thrown damage. Always rage before fighting.
- **Unarmored Defense** -- AC = 10 + DEX + CON (16 with 14/14). Medium armor is usually better until late game.

**Gameplay:** Equip medium armor, grab a weapon, and start smashing. Early levels are straightforward. Throw javelins when enemies are out of melee range.

---

### Level 2 -- Barbarian 2

**You gain:**
- **Reckless Attack** -- Advantage on all melee/thrown attack rolls for the turn, but enemies have Advantage on attacks against you until your next turn. Use when you need guaranteed hits; skip when survival matters more.
- **Danger Sense** -- Advantage on DEX saving throws you can see (like dodging Fireballs). Helps survive AoEs.

---

### Level 3 -- Barbarian 3 (Berserker)

**You gain:**
- **Frenzy** -- Your Rage becomes Frenzy, unlocking two new bonus actions:
  - **Frenzied Strike** -- Bonus action melee attack. Extra swing per turn.
  - **Enraged Throw** -- Bonus action throw with your STR modifier added as bonus damage. **This is the build's bread and butter.** Every turn you can make a powerful throw as a bonus action on top of your regular attacks.
- **Improvised Weapon Proficiency** -- You can throw anything. Including enemies, furniture, and corpses.

**Note:** Frenzied attacks apply a stacking -1 to attack rolls per use. This penalty is mostly negated by Tavern Brawler's bonus at level 4. Don't worry about it.

---

### Level 4 -- Barbarian 4

**The build-defining feat.**

**You gain:**
- **Feat: Tavern Brawler** -- +1 STR (17 -> 18). Your STR modifier is added **TWICE** to attack and damage rolls with thrown weapons and unarmed attacks. With 18 STR (+4 mod), every throw gets +8 damage instead of +4. This is the engine of the entire build.

**Use Auntie Ethel's Hair** to bump STR from 18 to 19 if you have it.

---

### Level 5 -- Barbarian 5

**Major power spike.**

**You gain:**
- **Extra Attack** -- Two weapon attacks per Action. You can now throw twice with your Action, then Enraged Throw with your bonus action = **3 throws per turn**.
- **Fast Movement** -- +3m movement speed while not in heavy armor. Helps get to high ground.
- **Extra Rage Charge**

---

### Level 6 -- Rogue 1

**You gain:**
- **Sneak Attack (1d6)** -- Extra damage once per turn when you have Advantage (from Reckless Attack) or an ally is within 1.5m of the target.
- **Expertise (pick 2):** Athletics (for throws, shoves, and grapples) + Stealth (for surprising enemies)
- **Bonus Skill Proficiency**

---

### Level 7 -- Rogue 2

**You gain:**
- **Cunning Action** -- Dash, Disengage, or Hide as a bonus action. More mobility options beyond Enraged Throw.

---

### Level 8 -- Rogue 3 (Thief)

**The second pillar of the build.**

**You gain:**
- **Fast Hands** -- Gain a **second bonus action** per turn. You can now:
  - Enraged Throw (bonus action 1)
  - Enraged Throw (bonus action 2)
  - Two throws with your Action (Extra Attack)
  - **Total: 4 throws per turn** as your baseline every single round.
- **Sneak Attack scales to 2d6**

---

### Level 9 -- Rogue 4

**You gain:**
- **Feat:** +2 STR. If you used Ethel's Hair and hit 19, this brings you to 20. If not, adjust accordingly. 20 STR (+5 mod, doubled to +10 per throw by Tavern Brawler) is the goal.
  - If already 20: Savage Attacker (reroll weapon damage dice), Great Weapon Master (melee backup), or Alert.

---

### Level 10 -- Fighter 1

**You gain:**
- **Fighting Style:** Archery (+2 to ranged/thrown attack rolls -- applies to thrown weapons!) or Defense (+1 AC). Archery is the damage pick; Defense is the survivability pick.
- **Second Wind** -- Bonus action self-heal (1d10 + Fighter level). Emergency HP.

---

### Level 11 -- Fighter 2

**Action Surge. The third pillar.**

**You gain:**
- **Action Surge** -- Once per short rest, gain an additional Action. Your turn one becomes:
  1. Action (Extra Attack): 2 throws
  2. Bonus Action 1 (Enraged Throw): 1 throw
  3. Bonus Action 2 (Fast Hands + Enraged Throw): 1 throw
  4. Action Surge (Extra Attack): 2 throws
  5. **Total: 6 throws in one turn**

---

### Level 12 -- Fighter 3 (Champion)

**You gain:**
- **Improved Critical** -- Crit on 19-20 instead of just 20. With Reckless Attack granting Advantage (rolling twice), you crit significantly more often. Crits double ALL your throw damage dice.
- *Alternative:* Battle Master (4 Superiority Dice, maneuvers like Precision Attack and Trip Attack). More tactical flexibility, but Champion's passive crit range works on every attack automatically.

---

## Throws Per Turn Summary

| Normal Turn | Burst Turn (Action Surge) |
|-------------|--------------------------|
| 2 (Action) + 2 (Bonus Actions) = **4** | 2 + 2 + 2 (Surge) = **6** |

With Elixir of Bloodlust (kill = extra Action), burst turns can hit **8 throws.**

**Damage per throw (Nyrulna, 20 STR):** 1d6+1d4 (trident base) + 10 (STR x2 Tavern Brawler) + 2 (Rage) + 3 (Nyrulna enchantment) + 1d6 (Nyrulna thunder) + 1d6 (Helldusk Gloves fire) + 1d4 (Soul Coin fire) = roughly **28-35 per throw**. Times 6 = **170-210 on a burst turn**.

---

## Gear to Grab

### Act 1

**Returning Pike**
*Where:* Sold by Dammon at Emerald Grove
*Why:* Returns after throwing. Essential early game weapon until you get better returning weapons. Stock spare javelins as backup.

**Elixir of Hill Giant Strength**
*Where:* Craft from Hill Giant Fingernails + any sublimate. Buy fingernails from vendors.
*Why:* Sets STR to 21 (+5 mod, doubled to +10 per throw by Tavern Brawler). Use these every long rest until your natural STR reaches 20, then switch to Elixir of Bloodlust.

**Gloves of Uninhibited Kushigo**
*Where:* Monastery/Creche area
*Why:* +1d4 damage on thrown attacks while not wearing armor. Strong if going unarmored, otherwise replaced by Helldusk Gloves in Act 3.

**Adamantine Scale Mail**
*Where:* Grymforge, Adamantine Forge (Scale Mail Mould + Mithral Ore)
*Why:* 16+DEX (max +2) = 18 AC with shield. Crits become normal hits. Best medium armor Act 1.

**Haste Helm**
*Where:* Blighted Village, locked chest (X: 29, Y: 405)
*Why:* Start-of-combat Momentum. Helps reach high ground on turn one.

### Act 2

**Enraging Heart Garb**
*Where:* Act 2 chest or vendor
*Why:* Medium armor that grants Wrath stacking (+1 melee damage per stack) when you take damage. Stacks with Rage bonus. You WANT to be hit.

**Elixir of Bloodlust**
*Where:* Craft from Worg Fang + any sublimate. Buy ingredients at Last Light Inn.
*Why:* Kill an enemy = 5 temp HP + extra Action that turn. Makes 8-throw burst turns possible. **Craft these in bulk.** This is your elixir once natural STR reaches 20.

**Dwarven Thrower** (warhammer)
*Where:* Act 2 loot or vendor
*Why:* Returning warhammer, +1d8 bonus damage when thrown. Upgrade from Returning Pike.

### Act 3

**Nyrulna** (trident)
*Where:* Circus of the Last Days in Rivington. Win from Akabi the Djinni's rigged wheel -- let him scam you, then pickpocket the real ticket from him. He teleports you to a jungle; the trident is at the end.
*Why:* **Best throwing weapon in the game.** Legendary, +3, returns when thrown, +1d6 thunder damage, AoE thunder explosion on impact. Every throw is a mini-bomb.

**Helldusk Gloves**
*Where:* House of Hope, Boudoir (behind a painting in a safe, key from Haarleep)
*Why:* +1d6 fire damage on ALL weapon attacks. On 6 throws per turn, that's 6d6 extra fire damage per burst turn. Nobody in the party benefits more from these than you.

**Boots of Persistence**
*Where:* Sold by Dammon at the Forge of the Nine, Lower City
*Why:* Freedom of Movement (immune to difficult terrain, paralysis, restraint) + Legendary Resistance 1/short rest. Can't be locked down.

---

## Quick Tips

> **Rage EVERY fight.** Rage -> Frenzy -> throw weapons. If you don't attack or take damage each turn, Rage ends. Keep throwing.

> **Only use Returning weapons.** Non-returning weapons are one-throw-and-done. Nyrulna, Returning Pike, and Dwarven Thrower all come back to your hand.

> **Elixir of Hill Giant Strength until STR 20.** Tavern Brawler doubles your STR mod on throws. 21 STR = +10 damage per throw from a potion. Once you naturally hit 20 STR, switch to Elixir of Bloodlust.

> **High ground = +2 to thrown attack rolls.** Position Karlach on elevated terrain for accuracy.

> **You can throw ENEMIES.** Enraged Throw lets you pick up smaller enemies and hurl them into other enemies or off cliffs. It's hilarious and effective.

> **Reckless Attack works on throws.** Advantage on all your thrown attacks for the turn. Great for ensuring Sharpshooter-like accuracy without needing the feat.

---

## Party Gear Assignments

**This build gets:** Nyrulna, Helldusk Gloves, Auntie Ethel's Hair (+1 STR), Enraging Heart Garb

**Passes to others:**
- Helldusk Armor -> Paladin/Hexblade. You wear medium armor + use Rage resistance.
- Helldusk Boots -> Astarion. *Backup:* Boots of Persistence.
- Helm of Balduran -> Life Cleric. *Backup:* Haste Helm.
- Cloak of Displacement -> Gloomstalker or Astarion. You have Rage damage resistance already.
- All caster gear -> Irrelevant to you.