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Lerea

Race
Goliath
Class
Barbarian 9
Archetype
Path of the Totem Warrior
Background
Folk Hero
Alignment
Neutral
Deity
Selune
Faction
Gender
Female
Size
Medium
Age
24
Height
2.21m
Weight
135 kg
Hair
Brown
Eyes
Blue
STR
DEX
CON
INT
WIS
CHA
23
14
18
9
8
10
+6
+2
+4
-1
-1
+0
Saving Throws
+10
+2
+8
-1
-1
+0
AC
16
Initiative
+2
Speed
40
Hit Dice
9d12
Proficiency
+4
Passive Perc.
13
Hit Points
TEMPORARY
CURRENT
MAXIMUM104
Inspiration
 
XP
0
Skills
+2: Acrobatics (Dex)
+3: Animal Handl. (Wis)
-1: Arcana (Int)
+10: Athletics (Str)
0: Deception (Cha)
-1: History (Int)
-1: Insight (Wis)
+4: Intimidation (Cha)
-1: Investigation (Int)
-1: Medicine (Wis)
-1: Nature (Int)
+3: Perception (Wis)
0: Performance (Cha)
0: Persuasion (Cha)
-1: Religion (Int)
+2: Sleight of Hand (Dex)
+2: Stealth (Dex)
+3: Survival (Wis)
Background
Personality Traits: I judge people by their actions, not their words.
I don't pay attention to the risks in a situation. Never tell me the odds.
Ideals: If you know yourself, there's nothing left to know.
Bonds: I protect those who cannot protect themselves.
Flaws: I have trouble trusting in my allies.
Features & Traits
Armor & Weapon & Tool Proficiencies:
Light armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Leatherworking Tools, Vehicles (Land)
Languages:
Common, Giant
Stone's Endurance:
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born:
You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Rustic Hospitality:
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Reckless Attack:
You can throw aside all concern for Defense to Attack with fierce desperation. When 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.
Extra Attack:
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement:
Your speed increases by 10 feet while you aren't wearing heavy armor.
Brutal Critical:
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Features & Traits
Rage:
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 3 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.
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 4 times, you must finish a long rest before you can rage again.
Unarmored Defense:
While you are not wearing any armor, your Armor Class equals 16. You can use a shield and still gain this benefit.
Reckless Attack:
You can throw aside all concern for defense to attack with fierce desperation. When 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.
Danger Sense:
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You 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.
Feral Instinct:
Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Death Saves
Successes:
 
 
 
Failures:
 
 
 
Feats
Combat Action Options
  • Standard Action: Attack | Dodge | Help | Ready | Shove | Dash
  • Bonus Action: Rage | End Rage
  • Move Action: Move
  • Reaction (Attack of Opportunity): Melee Attack
Path of the Totem Warrior
Spirit Seeker:
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the "Beast Sense" and "Speak with Animals" spells, but only as rituals.
Totem Spirit:
You have chosen the Wolf totem spirit. You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. The tip of your fingers change a tiny bit to incorporate the soft pads of the wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast:
You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8, Adventuring, for rules on travel pace).
Warhammer (One-Handed, Charmed)
ATTACK
+11
DAMAGE
1d8+7
TYPE
Bludg
RANGE
5 feet
 
Warhammer (Two-Handed, Charmed)
ATTACK
+11
DAMAGE
1d10+7
TYPE
Bludg
RANGE
5 feet
 
Warhammer (Two‑Handed, Charmed, Rage)
ATTACK
+11
DAMAGE
1d10+9
TYPE
Bludg
RANGE
5 feet
 
Javelin
ATTACK
+10
DAMAGE
1d6+6
TYPE
Pierc
RANGE
30-120'
 
Handaxe
ATTACK
+10
DAMAGE
1d6+6
TYPE
Slash
RANGE
20-60'
Light (can be dual wielded)
Equipment
GP: 4gp 2sp
Leatherworking tools
Shovel
Iron pot
Set of common clothes
Pouch for gp
Warhammer
Handaxe (x2)
Javelin (x4)
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Trinket: A shard of obsidian that always feels warm to the touch
Magic Items
-
My Party
  • Freckles: Tabaxi Sorcerer, Wild Magic (Ferry)
  • Ethan: Human Bard, College of Swords (Xavier)
  • Urdic: Dragonborn Paladin, (Jake)
  • Pine: Halfling Rogue, (Jeroen)
  • Nibbles: Half Elf Warlock, (Mark)

Spells

Spell Name School Cast time Range Comp. Duration Description
Beast Sense Divination 10 minutes (Ritual) Touch S Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Speak with Animals Divination 10 minutes (Ritual) Self V, S 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
 

Background story

A Folk Hero

Leara was born as part of a tribe of Goliath in the mountains north of the village of Wisenvale. There, she was raised as a leatherworker of the tribe, to follow in her mother's footsteps. Her father was one of the hunters and brought in most of the hides that she needed to tan.

Still, as part of her general upbringing she had her share of the hunt as well. On one of these expeditions, when she was 19, she was close to killing a capricorn, when she was set upon by a winter wolf. Being alone she did not stand a chance, but at that moment she got rescued by a Frost Giant named Jyrigul that came seemingly out of nowhere.

Jyrigul and Lerea became friends on the spot, and Lerea there learned that Jyrigul was actually looking for help. His tribe was besieged by the humans of Wisenvale. He was sure that this happened for no good reason as they had not raided the human lands in recent years and were surviving just fine on their own. Lerea was impressed by the tale and agreed to negotiate on behalf of the Frost Giants. Her tribe had an unspoken and strenuous trade arrangement with Wisenvale, but it did allow the Goliaths access to the rulers of the village.

She pleaded the case of the Giants before the mayor and the village council. Unfortunately, it turned out that ire of the village was aroused due to a raid of Frost Giants on farms in the southwest of the village. Her pleas that this was probably not the same tribe fell on deaf ears and unfortunately the village then extended their wrath to both the Goliath and Giant tribes. Back home, Lerea was scorned by her tribe for adding the Goliath to the conflict, and was nearly outcast by her father and mother. Promising to herself to set this right, she went to Jyrigul's tribe to get to the root of the matter.

There, it was found out that a small number of younger Frost Giants of the tribe had indeed secretly raided the farms, just for fun. They were led by a relative newcomer to the tribe called Rinfjag, who had arrived only a few months before. He had much knowledge of the lands and was therefore accepted by the others as a useful addition. When confronted with this news however, Rinfjag split from the group and took his newfound friends with him.

Lerea and Jyrigul, together with three other concerned Giants, chased the group to their new base of operations. There they found that Rinfjag was actually not a Frost Giant at all, but a Red Wizard using a major illusion spell, set on acquiring the hearts of as many Frost Giants as he could find. In the final confrontation Lerea earned her nickname as "Hotblood" as the Red Wizard besieged the confronting party with Fire spells and a hot geyser eruption that kept the Frost Giants at bay. Somehow Lerea managed to dodge and roll and bloody the wizard enough for the confused young Frost Giants to break free from their spell. The wizard escaped but the Giant Tribe was very grateful for all the help she gave them.

Back home, with the help of Jyrigul again, she was able to convince the village of Wisenvale that the cause of the raids was found and that the giants had not meant to be raiding the farms. Although trust would have to be regained, the humans agreed to stop the skirmishes and leave the mountain-born at peace again.

All of this gained Lerea a reputation among the Goliath tribes in the mountains north of Hartsvale. While she stayed on for a couple more years, the fact was that her adventure made her hungry for more. And considering her nickname, she decided that she would find her challenges in the warm lands to the south. And so she departed for a life of adventure.

Warm Adventures

Lerea started her adventure in Hartsvale and helped a few people on the road. Still, she did not feel that she took on enough challenges and thus she longed for a grand adventure. While passing through Silverymoon, she heard tales of hot forests far to the south of Faerun. Immediately she set her sight on this greatest challenge yet. She was to be the first Goliath to set foot in the Jungle of Chult!