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Scarlet Citadel: Level 1: Dungeon and Crypts


bwatford

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


Ingyrd nodded her head to Elendris in agreement. "Well, no point in delaying when there's work to be done. Let's get to it," she said with a tired and defeated growl. "Unless there are any objections to the plan?" As they began walking, Ingyrd tried her best to cover up their tracks. After they had been walking for about a quarter of an hour, she began to look for a suitable camp site for the night. 

Mechanics

Main Hand: Staff

Off Hand: None.


Action: Attempt to conceal any tracks
Bonus Action: None
Move: Begin to move into the forest?? 
Manipulate: None.

Free: None.

 

 

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Level 1: Dungeon and Crypts



The group moved away from the ruin and into the shadows of the forest, they travelled about a quarter of an hour before finding a small rock outcropping to take some shelter in. There they rested for an hour or so as they continued to treat their wounds and regroup.

It was well passed mid-afternoon, and it would be dark in a few hours.
 


Ruins Above
 MarksdayThursday, the 9th of Low SummerMay @ 5:05 pm


Everyone can benefit from a short rest.
 

Show Active Maps

Not Currently In Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Ingyrd 15 | Elendris 12 | Robin 12 | Arik 11  

INITIATIVE

Currently Not in Use!!

MECHANICS

Arik
Gains 1 hit point from Sir Robin's Lay On Hands.
Has 1 of 15 hit points remaining.

Sir Robin
Used 1 point of Lay on Hands (3 of 5 remaining)

CONDITIONS

Not in Use!!

DESCRIPTIONS

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

ARIK LOSTCUB

Hit Points: 1/15 
Resistances: Cold
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 1/2 *L
XP: 100/300
DM Inspiration: 1/1

ELENDRIS VESSICARI

Hit Points: 1/9 
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Vulnerabilities: Sunlight Sensitivity
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S
Path of Darkness: 3/3 *L
Spell Slots *S (ATK +5 DC 13)

  • 1st Level: 1/1 

XP: 100/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA

Hit Points: 10/10
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
XP: 100/300
DM Inspiration: 1/1

INGYRD MOONDANCER

Hit Points: 1/10 
Hit Dice: 0/1
Stalwart Will: 1/1 *S
Spell Slots *L (ATK +5 DC 13)

  • 1st Level: 0/2 

XP: 100/300
DM Inspiration: 0/1

SIR ROBIN HAWKWOOD

Hit Points: 2/12
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 3/5 *L
XP: 100/300
DM Inspiration: 1/1

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


As they settled into their camp site, Ingyrd's belly rumbled. She was hungry, and her body would need nutrients to heal after the conflict of the day. "I will go get us some food from the area," she told the others. "Much better than that prepackaged leather we all travel with. We can discuss our options as we eat." 
 

Ingyrd walked out into the surrounding area to find some berries, roots, and small game to bring back to the others. She utilized her thorn whip spell to catch small animals and bring them back to her. 

Mechanics

Main Hand: Staff

Off Hand: None.


Action: Use wanderer background feature to find food.
Bonus Action: None
Move: As needed
Manipulate: None.

Free: None.

 

 

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Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet)Elendris.png


AC: 16 | HP: 1/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 0/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1


Elendris felt a little bit better after an hour of rest, but when she looked at her companions, they looked haggard and exhausted. When the older bearfolk went to forage, Elendris accompanied her. 

Back in camp, Elendris decided that she would broach the subject. Back home, there was much custom in who got to speak first and the nuance of language one had to employ in specific situations, but here, with different language and people from different cultures, well, clarity was far more important. Besides, even the Scáthsidhe spoke in efficient, short language when they were out hunting or in a war band. 

"We're too exhausted to travel today, but we need to choose what to do tomorrow morning. I personally have an obligation to explore the ruins of the Scarlet Citadel, but I understand if the events of today dissuades some of you from your original plans." She left it at that, the silence inviting others to speak. 



Mechanics

Main Hand: None
Off Hand: Shield


 

     

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik contemplated his response for a long moment, not meeting anyone's gaze. He didn't really have much of a reason to go into the citadel other than it was something to do with a life that had become aimless of late. That and he felt a desire to follow Moondancer. She'd been good to him before any of the fighting had taken place, and she'd pulled his unconscious body from the citadel, so he owed her.

Not that he would have said that. It sounded sentimental and he couldn't admit to himself just how sentimental he was feeling, so he went with "I want to kill the son of a bitch who made that abattoir and the bull that ran me through. If we can save Hobbs, that'd be good too." He wasn't lying, those were indeed actual desires he held, and he hoped it sounded suitably brave. "So I suppose I'll go with you." He could think of a wry remark to lighten the mood, but his heart just wasn't in it, so he just looked to Moondancer to see what she would do.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action:
Bonus Action:
Move: 
Manipulate: 

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


"I too need to go back into the citadel," Ingyrd said in response to Elendris. "Though, after today, I am not as confident as I was. But I agree with Arik. If possible, we should rescue Hobbs. Anyone have any bright ideas on how to deal with that Gailor? I think we at least learned not to fight him in his torture chamber."

Mechanics

Main Hand: Staff

Off Hand: None.


Action: none
Bonus Action: None
Move: None
Manipulate: None.

Free: None.

 

 

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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1


Robin listened to Ingyrd and Elendris. His face was pale - pale with shame and rising anger.

"I agree - let us return as quickly as possible and try and rescue Hobbs." he said.

"I swear I won't fail him again, if he is still alive that is."

"As to fighting the gaolor, I agree. We should avoid his torture chamber. If the bedroom we found was his, perhaps we can fight him there."

 



Mechanics

Main Hand: 
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate:

 

 

Edited by Leonidas1789 (see edit history)
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Level 1: Dungeon and Crypts



The group spent the rest of the afternoon setting up camp, making a watch order, and then the night went restless but quite into the early morning hours of the next day. It had been over twelve hours now since they exited the ruins.  They hoped that Hobbs was even still alive.
 


Ruins Above
 CeresdayFriday, the 10th of Low SummerMay @ 6:00 am


Everyone can benefit from a long rest.
 

Show Active Maps

Not Currently In Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Ingyrd 15 | Elendris 12 | Robin 12 | Arik 11  

INITIATIVE

Currently Not in Use!!

MECHANICS

Currently Not in Use!!!

CONDITIONS

Not in Use!!

DESCRIPTIONS

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

ARIK LOSTCUB

Hit Points: 15/15 
Resistances: Cold
Hit Dice: 1/1
Bear Hug: 2/3 *L
Rage: 2/2 *L
XP: 100/300
DM Inspiration: 1/1

ELENDRIS VESSICARI

Hit Points: 9/9 
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Vulnerabilities: Sunlight Sensitivity
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S
Path of Darkness: 3/3 *L
Spell Slots *S (ATK +5 DC 13)

  • 1st Level: 1/1 

XP: 100/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA

Hit Points: 10/10
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
XP: 100/300
DM Inspiration: 1/1

INGYRD MOONDANCER

Hit Points: 10/10 
Hit Dice: 1/1
Stalwart Will: 1/1 *S
Spell Slots *L (ATK +5 DC 13)

  • 1st Level: 2/2 

XP: 100/300
DM Inspiration: 1/1

SIR ROBIN HAWKWOOD

Hit Points: 12/12
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
XP: 100/300
DM Inspiration: 1/1

 

 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik was still sore from the abuse he'd taken their first attempt at the citadel. The horn wounds in particular stung. But he could walk, he could lift his axe again, and he'd even eaten decently well, having found some field mice. Part of him wanted to wake the others, but figured there was no reason to rush. Rushing ahead had nearly gotten them killed. "Probably got Hobbs killed." the thought cast a gloom over his still groggy mind. He looked around to see if anyone else was up. He nodded at anyone awake, but said nothing, perhaps spoiling the moment a little bit by snuffling noisily, before realizing he was being obvious, and stopped short of picking his nose.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action:
Bonus Action:
Move: 
Manipulate: 

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet)Elendris.png


AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1


Elendris woke and rose from her bedroll, taking care to keep her back to the rising sun. One mistaken look and she'd be seeing spots for hours, not to mention the headache. She examined her horns - one of them still smarted when she touched it - then ruefully glanced at her empty scabbard. The proud Elendris losing her weapon in a fight! She shook her head, then pulled out a dagger, infusing her magic into it. 

"Alright. Everyone rested enough to fight? We should be doubly careful, they might expect us to come back and may have laid even more surprises for us. Let's take it slow, approach every corner with a healthy dose of apprehension."



Mechanics

Main Hand: None
Off Hand: Shield


 

     

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


"I'm not getting any younger," Ingyrd said in response to Elendris. She took careful time to meditate this morning to pick more useful spells this morning, knowing what challenges they face ahead. "Let's hope Hobbs is still alive. Hawkwood, I've been thinking about your plan, and I like it. I also want to try something if no one objects. I can weave the natural flow of energy to affect some people's minds. I can try to make the gaolor see us as friendly acquaintances. That might help us persuade him to deactivate the magical items in the torture chamber or release Hobbs to us. But once we start swinging, he won't hold back. "

Mechanics

Main Hand: Staff

Off Hand: None.


Action: none
Bonus Action: None
Move: None
Manipulate: None.

Free: None.

 

 

Edited by foxtrot636 (see edit history)
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Karn Strauss  | AC: 13 | HP: 9/9 | Hit dice: 1d8

AttacksRapier (Piercing) | +4 | 1d8+2
Dagger (piercing) | +4 | 1d4+2
  | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5  | CantripsMage Hand
Minor Illusion
Vicious Mockery
  | 1st Level SpellsBane
Color Spray
Faerie Fire
Heroism
2/2 | Bardic Inspiration +1d6

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
 3/3


Close to the outcropping where the group was having a nice morning discussion, a tall elf in black clothes was playing his lyre seated on the top of a rock. The sound barely reaching the group.

"I know your life
On earth was troubled
And only you could know the pain
You weren't afraid to face the devil
You were no stranger to the rain"

He was playing a sad song and singing in a mournful tone. His eyes a little teary. At the base of the rock, in the soft sand, four piles of earth, arranged one at the side of the other. 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


As the group prepared to move out, the soft sound of a sad song could be heard just barely on the wind through the trees. Ingyrd's ears perked up as the melancholy tones reached her. "Sounds like we're not the only ones up early this morning. Let's see who we can thank for our morning song." 
 

Ingyrd walked carefully and tried to be as silent as possible until she saw the musician and the mounds of earth. It was no longer a mystery why the elf chose a sad song this morning. Once the elf has finished his tune, she approached and showed her hands to show she was not coming at him armed. "Sad morning for you too, music man?" she asked in her normal gruff tones. "I lament your loss. Seems loss is going around these parts. What happened here, if you permit my asking? I am Ingyrd, by the way."

Mechanics

Main Hand: Staff

Off Hand: None.


Action: none
Bonus Action: None
Move: None
Manipulate: None.

Free: None.

 

 

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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1


Robin had heard the music too; delicate, sad, and yet powerful. It reminded him of his mother Gellamdys.

He waited for the song to be finished, enjoying every note he could hear; then, he followed Ingyrd to the source of the music. 

"Who are you, you who sing such beautiful sad songs? I am Robin." he told the stranger, approaching him slowly.



Mechanics

Main Hand: 
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate:

 

 

 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik stiffened at the sound of an unfamiliar voice and his hand went to his axe. It was half raised before he realized the newcomer wasn't a threat (at least not yet). He snuffled, blowing a bit of snot from his nose lowered his axe, but pointedly kept it in hand. He didn't trust this fellow who just appeared out of nowhere. He doubted his companions did either, but he wasn't as keen as they were to put on a polite face, so he only favored the elf with a stern gaze, saying nothing. "Probably best to let Robin do the talking. He seems to have a way with people."

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action:
Bonus Action:
Move: 
Manipulate: 

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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