Final Fantasy VII: Barrett Wallace (D&D 5E)

The Final Fantasy VII character series continues–Cloud Strife is here, and Tifa Lockheart is over here–but you can also grab up the characters from the original Final Fantasy game, the central cast of the iconic Super Mario RPG, and even some Fallout action.

Today’s post is one I am extremely happy to make because I was a big fan of this character in the game so when he tied with Vincent Valentine in the voting for the next build, I was not at all displeased. 😀 In addition to having a solid personality and great backstory, he’s got a freaking gun for an arm! You know I’m talking about BARRET WALLACE!

Final Fantasy 7 Barret Wallace DnD 5e.png

Barrett Wallace

Medium humanoid (human), chaotic good barbarian 2/fighter (brutish) 11
Armor Class 17 (Constitution)
Hit Points 125 (2d12+11d10+52)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 12 (+1) 9 (-1) 9 (-1)

Saving Throws Str +8, Con +9
Skills Athletics +8, Intimidation +4, Perception +4, Stealth +7
Tools artisan’s tools +5, vehicles (land) +5
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 14
Languages Common
Challenge 10 (5,900 XP)

Action Surge (1/Short Rest). Once on his turn, Barrett can take an additional action on top of his regular action and a possible bonus action.

Brutal Toughness. Barrett gains a +1d6 bonus to saving throws and death saves (treating final results of 20 or higher on a death saving throw as a natural 20).

Danger Sense. Barrett has advantage on Dexterity saving throws against effects that he can see, such as traps and spells, as long as he is not blinded, deafened, or incapacitated.

Feat: Superb Aim. Barrett ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Barrett makes his first ranged weapon attack in a turn, he can choose to take a -5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.

Indomitable (1/Long Rest). Barrett can reroll a saving throw that he fails but must use the new roll.

Rage (2/Long Rest). On his turn, Barrett 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. Barrett can also end his rage on his turn as a bonus action. While raging, he gains the following benefits.

  • Barrett has advantage on Strength checks and Strength saving throws.
  • When Barrett makes a melee weapon attack using Strength, he deals 2 extra damage.
  • Barrett has resistance to bludgeoning, piercing, and slashing damage.

Reckless Attack. When Barret makes his first attack on his turn, he can choose to have advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Second Wind (1/Short Rest). On his turn, Barrett can use a bonus action to regain 1d10+11 hit points.

 

ACTIONS

Extra Attack (2). Barrett attacks three times.

Burandābasumōzā*. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage.

Burandābasumōzā*. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target or multiple targets (20-foot-square; make an attack roll for each target). Hit: 13 (3d6+3) piercing damage. It takes an action and 4 shots of ammunition for Barrett to fire at multiple targets. The burandābasumōzā can hold 16 shots. It takes two bonus actions or an action and bonus action to reload the burandābasumōzā. It has 50 hit points and AC 23.
* From the upcoming Mists of Akuma: Imperial Matchmaker mega adventure.

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