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.