Barbarian Level 14
ST 18 (+4) DE 16 (+3) CO 16 (+3) IN 13 (+1) WI 10 (0) CH 10 (+0)
PROFICIENCY BONUS +5 (13th-16th))
HIT POINTS 145
HD: 14 (d12+3) hp: Level x 10 +5
AC 21 (15 breastplate, +2 DEX, +3 shield +1, +1 Meda's ring of protection, (ATTUNED)
Brooch of Shielding (Attuned) - immune magic missile, force res
Sabre of the Ghnoran Prince +2 Longsword +2d6 fire damage. 2 attacks ATTACK +11 HIT: 1d8+9 + 2d6 fire (brutal crit 4d8+9) Raging (ATTUNED)
4 javelins ATT +9 dam d6+4 (brutal crit 4d6+4)
Warbow ATT +9 dam d8+4 (brutal crit 4d8+4), 20 arrows
SA: Rage 5/day, 1/2 dmg and do +3 melee dmg.
Speed +10' (40')
Reckless Attack, Danger Sense advtg on DEX saves vs visible. Brutal Critical +1 die
Wolf Totem Level 3 - While raging your friends have advantage on melee attack rolls against enemies within 5' of you.
Level 6 Winter Wolf - resistance to cold damage and does not suffer the effects of extreme cold.
Level 7 - Feral Instinct, advtg on Init & can act on 1st turn even if surprised if rage immediately.
Level 10 - Commune with Totem Spirit
Level 11 - Relentless Rage - CON save to keep fighting at 0 hp.
Level 14 - Elk Totem
Prince of Soderfjord on the world of Mystara. After the death of his father Jarl Sunne Thorsson following a short illness in 1021 AC/4446 BCCC, Sandor was Plane Shifted to the Wilderlands by his stepmother, the wicked but attractive enchantress Angelica, as part of her plot to seize power in the land.
Skandik (Soderjord, Mystara) Sea Wolf Background: Athletics & Nature skills. Can swim and sail boats. +2 on Swimming, Sailing & Navigation checks.
Other PCs
Ursa of the Bear Clan
Gracyone, Amazon Phoenix Sorceress
Sandor Background
Jarl Sunne’s health was not the best because of a battle injury that he sustained in his younger day. Both Sandor and Angelica realised how long term it could benefit them. As he would get older, his health would deteriorate quicker and he would not have the skills to be a respected leader.
Angelica knew that as Sandor became a teenager, her womanly charms would start to impact Sandor and played that to her benefit. As her husband's health deteriorated, she knew that Sandor could be someone who she could play along and tease to get to do what she wanted. As he got older, she also learnt that Sandor could satisfy her in ways that her elder husband would never come anywhere near.
In his younger days, Sandor worshipped Angelica, she was his first. She took advantage of him on his 15th birthday to ensure that she would be his first. When she found out that some of the maids in the castle wanted a piece of Sandor, she knew that to have any influence on him, she would have to be his first. So on his 15th birthday, she planned for it for the Jarl to be in Thyatis on business. With the Jarl not in town, she made her move, giving him a weekend he would never forget. Finally she knew she had snared him. She knew that he would watch her from his hidden peephole in the wall. She knew he lusted after her. She knew that she was being watched by this hormone fuelled teenager, him watching her unchanged and satisfy herself, totally unbeknown to him the frustrated bride was lining up her pray.
The relationship between Sunne, Angelica and Sandor has to be looked at. After the death of his first wife and true love, Sunne changed in character. She was killed in a hunting accident involving another powerful Earl (Floki the Fat, his clan Bergholm holds Dorna hall across the Saltfjord from Soderfjord town).. He wanted his revenge and saw this as an opportunity to expand his own terriitory. He knew that his wife felt a bit frustrated that Sunne had not expanded his area, so upon the death of his wife, he felt the need to look at expanding his area in her name. As time continued, he met Angelica and was stunned by hear beauty. They fell in love and quickly got married. Unfortunately for them, they both realised that after the initial honeymoon period, it was more a relationship of lust which over time slowly dampened. Thus Sunne focused on his empire building, leaving his only child, wife and step children to really do what they want.
Angelica saw that over time, Sunne's obsession with his wife's legacy would hinder her own political ambitions. She decided to get her revenge on her husband by using Sandor as a pawn to develop her own agenda. She made him blush as a little boy, and as he got older, she teased and flirted with him with her female charms. It got to the point that Sandor was basically gagging for his mother in law but she was keeping him at bay and even using magic at times to keep this young dog under control.
Two incidents of Sandor's youth impacted the way he regards Angelica. With her husband away on business, the town guards brought in some low level criminals who had been causing havoc in Sodersfjord. They were brought into Angelica by the Earls Guards. Angelica, playing judge, said that they would be executed without trial and ordered the Guards to do it. Being tied up, she told the guards to execute them. The guards, shocked at the brutality of the order refused as they said they only answer to Sunne. Angelica lost it and in a frenzy of magic inflicted slow and painful death on the two criminals and one guard who questioned her. She shouted, you will never disobey me, do you hear?? The other guard was approached and told, if you ever mutter a word of this, you and all your family will be executed Peter Haggardson. Do you understand me? PH, shocked, said how did you know my name? I know everything she said you pathetic oik, no f&&k off and give me peace. And as he ran away, she shouted after him, that also includes your wife and all your children! This event was unbeknown to Angelica, witnessed by a young Sandor. After cleaning up the mess and then going back to her chamber, a 14 year old Sandor came out from behind the curtains but in a state of shock to what he had seen.
To start off with, he was disgusted by the event, but as time passed, it made him lust for Angelica even more and it turned him on in which the way she had dealt with people who stood upto her. He had ambitions one day of being a powerful warrior and learnt there and then what a useful tool fear could be. It also meant that he enjoyed when she flirted with him and then at night he would be hoping that one night, he would be able to live out his fantasies with his mother in law. He realised that she is a strong woman and leader and also much more of a diplomat than his selfish Dad, he always thought she would come out on top as she showed much more intelligence and care compared to his Dad.
The second event that impacted Sandor was Sunne's death. Sandor suspects that he was poisoned by his wife, but when he heard his Dad was ill, he felt that this was a chance for him to gain power. He felt frustrated with his Dad because since the death of his natural mother, his Dad lost the fatherly bond with his son as he focused on his own ambitions. This brought him closer to Angelica as he was infatuated with her and after his 15th birthday, he felt like a boy in a sweet shop. As he was called upon on a regular basis to resolve her Stepmother's frustrations.
The reason why Angelica poisoned Sunne was that she knew she would be a much better queen than the obsessed Sunne who had unrealsistic plans as she saw it in his dead wife's name. She knew that if Sunne remained in charge, the security of the Jarldom would be at risk because his military leadership was rather limited (as she saw it). She knew that as he would get older, because of his war injuries, he would be more of a liability to the Jarldom so she decided to speed up his day of reckoning. Upon her death, she was happy to play the sad widow, she had her toyboy/lapdog at her disposal and felt that because of her age and experience, she was the best person to take the country forward.
One evening, she called Sandor, she was a bit flustered. Sandor came, again overawed but happy that he would be spending a night with his fantasy. He saw it as an amazing relationship, he knew they both lusted for the other, he being taught the art of seduction by his mysterious Mother in Law, her having the only needs that she couldn't fulfill herself being taken care of by someone she had groomed into a man. Had he looked at his mother in law, he would have seen a look of angst and anger in her eyes. He was however so infatuated with her, there was no way he was going to see this, he was after all just loving what all boys would love to be doing. He knew that every male in the Jarldom would be envious of the accidental role he found himself doing. They both woke up in the morning, and she said, something has happened, he asked what, she gently placed her hand on his face and said, nothing you need concern yourself with.
Sandor then found himself in a cold cave, he didn't have a clue where he was or how he ended up there. As he tried to get his head round what happened. Random weapons appeared along with a shield and some food to set him up for the morning. He then left the cave a bit perplexed and seeing what was out in this big new world he had suddenly arrived in...
Gracyone, Amazon Phoenix Sorceress
Sandor Background
Jarl Sunne’s health was not the best because of a battle injury that he sustained in his younger day. Both Sandor and Angelica realised how long term it could benefit them. As he would get older, his health would deteriorate quicker and he would not have the skills to be a respected leader.
Angelica knew that as Sandor became a teenager, her womanly charms would start to impact Sandor and played that to her benefit. As her husband's health deteriorated, she knew that Sandor could be someone who she could play along and tease to get to do what she wanted. As he got older, she also learnt that Sandor could satisfy her in ways that her elder husband would never come anywhere near.
In his younger days, Sandor worshipped Angelica, she was his first. She took advantage of him on his 15th birthday to ensure that she would be his first. When she found out that some of the maids in the castle wanted a piece of Sandor, she knew that to have any influence on him, she would have to be his first. So on his 15th birthday, she planned for it for the Jarl to be in Thyatis on business. With the Jarl not in town, she made her move, giving him a weekend he would never forget. Finally she knew she had snared him. She knew that he would watch her from his hidden peephole in the wall. She knew he lusted after her. She knew that she was being watched by this hormone fuelled teenager, him watching her unchanged and satisfy herself, totally unbeknown to him the frustrated bride was lining up her pray.
The relationship between Sunne, Angelica and Sandor has to be looked at. After the death of his first wife and true love, Sunne changed in character. She was killed in a hunting accident involving another powerful Earl (Floki the Fat, his clan Bergholm holds Dorna hall across the Saltfjord from Soderfjord town).. He wanted his revenge and saw this as an opportunity to expand his own terriitory. He knew that his wife felt a bit frustrated that Sunne had not expanded his area, so upon the death of his wife, he felt the need to look at expanding his area in her name. As time continued, he met Angelica and was stunned by hear beauty. They fell in love and quickly got married. Unfortunately for them, they both realised that after the initial honeymoon period, it was more a relationship of lust which over time slowly dampened. Thus Sunne focused on his empire building, leaving his only child, wife and step children to really do what they want.
Angelica saw that over time, Sunne's obsession with his wife's legacy would hinder her own political ambitions. She decided to get her revenge on her husband by using Sandor as a pawn to develop her own agenda. She made him blush as a little boy, and as he got older, she teased and flirted with him with her female charms. It got to the point that Sandor was basically gagging for his mother in law but she was keeping him at bay and even using magic at times to keep this young dog under control.
Two incidents of Sandor's youth impacted the way he regards Angelica. With her husband away on business, the town guards brought in some low level criminals who had been causing havoc in Sodersfjord. They were brought into Angelica by the Earls Guards. Angelica, playing judge, said that they would be executed without trial and ordered the Guards to do it. Being tied up, she told the guards to execute them. The guards, shocked at the brutality of the order refused as they said they only answer to Sunne. Angelica lost it and in a frenzy of magic inflicted slow and painful death on the two criminals and one guard who questioned her. She shouted, you will never disobey me, do you hear?? The other guard was approached and told, if you ever mutter a word of this, you and all your family will be executed Peter Haggardson. Do you understand me? PH, shocked, said how did you know my name? I know everything she said you pathetic oik, no f&&k off and give me peace. And as he ran away, she shouted after him, that also includes your wife and all your children! This event was unbeknown to Angelica, witnessed by a young Sandor. After cleaning up the mess and then going back to her chamber, a 14 year old Sandor came out from behind the curtains but in a state of shock to what he had seen.
To start off with, he was disgusted by the event, but as time passed, it made him lust for Angelica even more and it turned him on in which the way she had dealt with people who stood upto her. He had ambitions one day of being a powerful warrior and learnt there and then what a useful tool fear could be. It also meant that he enjoyed when she flirted with him and then at night he would be hoping that one night, he would be able to live out his fantasies with his mother in law. He realised that she is a strong woman and leader and also much more of a diplomat than his selfish Dad, he always thought she would come out on top as she showed much more intelligence and care compared to his Dad.
The second event that impacted Sandor was Sunne's death. Sandor suspects that he was poisoned by his wife, but when he heard his Dad was ill, he felt that this was a chance for him to gain power. He felt frustrated with his Dad because since the death of his natural mother, his Dad lost the fatherly bond with his son as he focused on his own ambitions. This brought him closer to Angelica as he was infatuated with her and after his 15th birthday, he felt like a boy in a sweet shop. As he was called upon on a regular basis to resolve her Stepmother's frustrations.
The reason why Angelica poisoned Sunne was that she knew she would be a much better queen than the obsessed Sunne who had unrealsistic plans as she saw it in his dead wife's name. She knew that if Sunne remained in charge, the security of the Jarldom would be at risk because his military leadership was rather limited (as she saw it). She knew that as he would get older, because of his war injuries, he would be more of a liability to the Jarldom so she decided to speed up his day of reckoning. Upon her death, she was happy to play the sad widow, she had her toyboy/lapdog at her disposal and felt that because of her age and experience, she was the best person to take the country forward.
One evening, she called Sandor, she was a bit flustered. Sandor came, again overawed but happy that he would be spending a night with his fantasy. He saw it as an amazing relationship, he knew they both lusted for the other, he being taught the art of seduction by his mysterious Mother in Law, her having the only needs that she couldn't fulfill herself being taken care of by someone she had groomed into a man. Had he looked at his mother in law, he would have seen a look of angst and anger in her eyes. He was however so infatuated with her, there was no way he was going to see this, he was after all just loving what all boys would love to be doing. He knew that every male in the Jarldom would be envious of the accidental role he found himself doing. They both woke up in the morning, and she said, something has happened, he asked what, she gently placed her hand on his face and said, nothing you need concern yourself with.
Sandor then found himself in a cold cave, he didn't have a clue where he was or how he ended up there. As he tried to get his head round what happened. Random weapons appeared along with a shield and some food to set him up for the morning. He then left the cave a bit perplexed and seeing what was out in this big new world he had suddenly arrived in...
Smon: Inside the nest is an open chest, brimming with gold coins, from which emerges the emerald hilt of a shining longsword and the tip of an opal encrusted wand.
Smon: Sandor approaches the sword and grasps its hilt with slightly trembling hand... he pulls it out and raises it - silvery flame runs up the blade!
Smon: "I AM YOUR VENGEANCE, SANDOR. I AM SPELLBANE."
Smon: Svenya: "Er, did the sword just talk?"
Smon: The hilt is warm to the touch, the blade incredibly well balanced and keen.
chris107: "The spirit of vengence is strong in this one."
Smon: "I WAS FORGED TO DESTROY THE POWERS OF SORCERY. USE ME WELL."
Sandor Sunneson: Hello Spellbane, I will do you justice
Smon: GM: The sword seems satisfied.
Peter Haggardson (1022 AC) is a Nordic warrior who used to be in the Soderfjord Town Guard. One day he and his colleague Erik Frostmorning had arrested 2 low level criminals and brought them to the Jarl's Palace to Jarl Sunne so they would both be punished accordinly. Him and his Guard colleague Ole Bergen were expecting them to be thrown into jail for a short period for what they saw as a low level crime. They took the tied up criminals to the Palace and asked to see Sunne. However unbeknown to them Sunne was away and they met his wife Angelica instead. Upon explaining the situation to Angelica, she ordered that the two criminals be executed immediately and awaited them to carry out the order. Ole then started arguing with Angelica saying this was over the top and refused too. Angelica, using her magic powers killed the 2 prisoners and Ole, and then shouted at Sunne to leave immiediatly or she would come and kill him and his wife and 2 children.
The violent murder of his colleague and friend really upset Peter, he decided that he and his family would leave Sodersfjord. He didn't want to be working for such a ruthless Queen. He felt that by her actions, she had not only betrayed the Jarldom, but also the northern way of life. Peter decided to move with his family to Norvik, he found this quite hard to do being and born and bred Sodersfjorder, however the more he thought about Sunne and Angelica, the more his stomach turned. Being in the military he knew of Sunne's expansion plans and that he was looking to invade the Hotsdork/Hostmore area. Peter saw this as a bit pathetic as he didn't really see the area as any threat to Sodersfjord and he knew that Sunne only wanted to invade it because of the guilt he felt after his first wife died in a hunting accident there.
Peter decided for him and his family's safety he would leave Sodersfjord and leave for Zemark/Norvik. He made an oath to himself that he would return to Sodersfjord if circumstances allowed once Angelica's reign had ended.
Upon arriving at Zemark/Norvik, Peter joined the local military, however he told the Jarl about the Politics of Sodersfjord and to watch themselves if the day came that they would encounter Queen Angelica of Sodersfjord. Peter himself feels bitter hatred towards Angelica, and has sworn that he will do anything he can to remove her from power so he can move back to Sodersfjord. He does know that at the moment, he is not experienced enough to take on the Queen, but hopes that with proper military training, his weaponry skills will improve to a point where he can play a role in ending the Queen's reign.
______________________________________________________________________RIP 8/12/4446 Killed by Princess Fion Cormarrin of Neo-Nerath
Svenya, RIP |
Dyson's Delve level 1 |
Dyson's Delve level 2 |
Barbarian
The Barbarian
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
Class Features
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Rage
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.
Reckless Attack
Starting at 2nd level, 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
At 2nd level, 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.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path o f the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct
By 7th level, 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.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Primal Paths
Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Path of the Berserker
For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.
Path of the Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. 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. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
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
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Wolf. 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 for rules on travel pace).
Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
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