Jump to content

Zephyr Jinnborn Beast Barbarian


Recommended Posts


CHARACTER THREAD TEMPLATE

 

Zephyr

Barbarian Drifter, Inheritor, Former Human

Zephyr(1).png.cd6b02208661d4ee6398b9a5caaabf8c.png

"Look at me and tell me who I am, why I am what I am."

 

BARBARIAN 5


Medium humanoid male (Jinnborn, Shaper), neutral good


Armor Class 15 (18 w/ shield +1)

Hit Points 55 ( 5d12 + 3 )
Speed 40' ft. (when not in heavy armor)


Senses darkvision 60', passive perception 14

Languages common, southern tongue

Proficiency Bonus +3

 

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 16 (+3)
Save +6 
Athletics +6


Dexterity 14 (+2) 
Save +2
Acrobatics +2 | Sleight of Hand +2 | Stealth +2


Constitution 16 (+3)
Save +6 
No skills associated.


Intelligence 8 (-1)
Save -1 
Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion +2


Wisdom 12 (+1)
Save +1
Animal Handling +1 | Insight +4 | Medicine +1 | Perception +4 | Survival +4


Charisma 8 (-1)
Save -1 
Deception -1 | Intimidation -1 | Performance -1 | Persuasion +2

(E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Woodcarver's Tools, Gaming Set (Dice) 
  • Weapons Simple, Martial 
  • Armors Light, Medium, Shields

BARBARIAN CLASS ABILITIES

RageOn 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 +2 bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again.
(3/3) | Unarmored DefenseWhile 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. | Danger SenseYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackWhen you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Form of the BeastWhen you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
| Extra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn. | Fast Movement+10' to movement speed when not wearing heavy armor


RACIAL TRAITS
Darkvision | Desert DescendantYou cannot get lost in the desert except by magical means. You also can't gain negative effects from extreme heat. | Siraati (Water)Resistance to Cold Damage | Elemental StrikeOnce per turn, when you make a melee attack, you can add 1d6 extra cold damage. | Protection of the JinnAdvantage on saves against effects that deal cold damage.


FEATS

Shield MasterYou gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove (push back or knock prone) a creature within 5 feet of you with your shield.

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

 

WEAPONS


WEAPONS

  • Northlands Estoc +6 to hit for (1d6+3) piercing damage. | Versatile (1d8), specialDoes an additional 1d6 damage against foes wearing heavy armor, or creatures with natural armor and an AC of 16 or more.
  • Handaxe +6 to hit for (1d6+3) slashing damage. | Light, thrown (20/60)
  • Javelin +6 to hit for (1d6+3) piercing damage. | Thrown (30/120)

 

 

EQUIPMENT & ENCUMBRANCE


TOTAL ENCUMBRANCE (84.40 lbs.)

  • Weight: 84.40 lbs. / 240 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (2.40 lbs.)

Copper: 7 | Silver: 9 | Gold: 104 | Obsidian: 0 | Platinum: 0

(120 Coins x .02 lbs. = 2.40 lbs. Total Weight)


EQUIPEMENT READIED (29.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (10 lbs.) Traveler's Clothes - 4 lbs. | +1 Shield* - 6 lbs.
  • Weapons (19 lbs.) Northlands Estoc - 3 lbs. | (2) Handaxes - 4 lbs. | (6) Javelins - 12 lbs.  
  • Readied Items (0 lbs.) Masquerade Tattoo* | Potion of Healing* - 0.5lbs. | Dice Set | Signal Whistle | Piece of Chalk | (3) Moonstones (50gp) | (3) Tiger Eyes (10gp)

EQUIPMENT STORED (52.5 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (21.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | (5) Torches - 5 lbs. | (5) Rations (1 day) - 10 lbs. | Steel Mirror - 0.5 lbs. | Soap | Glass Eye
  • Strapped to Backpack (31 lbs.) Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | Tinderbox - 1 lb. | Woodcarver's Tools - 5 lbs

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

+1 Shield, Potion of Healing (2d4+2)


ATTUNED (1/3)

Masquerade TattooIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

 

APPEARANCE


Age 21 | Height 5'7" | Weight 160 lbs. | Hair Black | Eyes Stormy Blue-Green | Complexion Slate Blue


At first glance, Zephyr would probably seem to be a stocky human man of roughly average height, if it weren't for the blue shade of his skin and his pointed ears. He has close-cropped black hair and stormy eyes that range from green to blue depending on the lighting. His facial expressions lean towards neutral, or small half smiles, except when he bares his sharp teeth in battle frenzy. And he has a tendency towards more nervous laughter than large laughs. He wears sturdy neutral clothes, practical for travelling and doing odd jobs, foregoing armor for his weapons and a shield. His masquerade tattoo he usually keeps on his shoulder, but he has a hard time deciding what to keep it as, so it changes from day to day. It often depicts a bird or some other symbol of freedom. His other tattoo, a small symbol on the back of his neck, is usually partially covered by his clothes. A man of few words when it comes to his past, Zephyr can make passable small talk, and he's always up for a drink or a game. When he needs recharge time, he can often be found sitting in high spots like trees or balconies and whittling in his spare time.

 

Backstory

Raised by a single mother with a revolving door of "boyfriends", Zephyr (AFAB) was the youngest of nine children. They lived in a large house inherited from a relative, but with so many mouths to feed, they were still nowhere near wealthy. Zephyr's wealthy father showered him with attention on his infrequent visits, treating him like a princess. However, these moments were fleeting, and left Zephyr dysphoric, as well as more isolated when he left. Childhood was a lonely experience for Zephyr, lost in the chaos of a large family, and struggling to connect with his siblings. Feeling like he was in the wrong body didn't help.

Often overwhelmed, Zephyr spent much time in the solitude of the cliffs near his home. One day, in a moment of impulse despair, he wandered too close to the edge. But instead of drowning in the sea, Zephyr found himself reborn in a new body; a strong, masculine jinnborn. A chaotic entity, intrigued by his despair, had offered him a twisted form of salvation. However, this new body came with baggage; chaotic urges and fragmented memories of the life it once held.

The first few years after this transformation, unrecognizable to everyone he once knew and unable to return to his previous life, he found work on the docks, his new strength making him a valuable asset. However, manual labor alone wasn't enough to quell the chaotic urges within him. Bar brawls became a frequent occurrence. Zephyr found himself drawn to these violent confrontations. At first impulsive and unskilled, being the loser in these conflicts had him paying more attention to his body's memories, and he began to learn to channel his rage, eventually catching the attention of a pit fighter trainer. While this did offer a more structured outlet for his impulse, and training in some valuable skills, it led to more nightmares as well, his body's fragmented memories surfacing in his dreams.

These memories combined with the descriptions of the cryptic tattoo on his neck and a desire to atone for the cruelties of his new body's former owner, led him to begin a life of adventuring. He hoped to do good in the world, and to learn about this mysterious cult people would think he had been a part of, hopefully before they found him.

Personality & Character Traits

While grateful for a fresh start, Zephyr struggles to reconcile his past and present. He struggles to reconcile who he was and the fragmented memories of a life he never knew. He suppresses chaotic urges and emotional turmoil through gambling and risky behavior, and has trouble saying no to people who would encourage such behaviours, as long as they aren't causing harm to someone innocent.

His personal philosophy on power and authority is: "You're either strong or powerless. The powerless have to follow the whims of the powerful or be crushed. Therefore, if you want to be a force for good, you have to be strong. The people with the most power are the beautiful and fast talkers because they can get wealth and connections the easiest. If you're not beautiful or good with words, you'll have to rely on physical strength and luck. Sometimes the people in authority shouldn't be listened to because they're corrupt, but you can't openly fight them until you have enough wealth, strength, and/or allies to beat them."

He enjoys whittling wood, something he picked up as a child, and suspects whoever used to own his body does as well.

Zephyr harbours a fear of drowning due to his near death experience.

He feels his body's past life most often in nightmares. He knows very little, but gets the sense that this jinnborn was not a good person and probably in a cult. He thinks the tattoo on his neck related to this, but it hasn't been recognized yet. He can't see it himself, but has gotten someone to draw it for him so he knows what it looks like.

Zephyr's barbarian rage is a double-edged sword. It allows him to tap into his jinnborn body's raw power and resilience, making him a formidable warrior. However, he risks succumbing to the chaotic urges if he loses control.

Edited by Semety (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...