You are on page 1of 3

Barbarian [Path of the Wild Soul] (3)

Noble Tikki
CLASS & LEVEL BACKGROUND PLAYER NAME
Arwyn Ahlorsath Triton Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH The common folk love me for my kindness and
16 +2 30 generosity.

+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Despite my noble birth, I do not place myself
above other folk. We all have the same blood.

15 PERSONALITY TRAITS

Hit Point Maximum 29



+4 Strength
Respect. Respect is due to me because of my
DEXTERITY
+2 Dexterity position, but all people regardless of station
deserve to be treated with dignity.

+2 ●
+3 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

14 +1 Wisdom
0 Charisma The common folk must see
CONSTITUTION SAVING THROWS
me as a hero of the people.
TEMPORARY HIT POINTS BONDS

+1 +2 Acrobatics (Dex) SUCCESSES


3x(1d12+1) By my words and actions, I often
13 ●
+3 Animal Handling (Wis) FAILURES bring shame to my family.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+4 Athletics (Str)

0 ●
0 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +1 Insight (Wis)
Javelin +4 1d6+2 piercing
Clothes, fine
WISDOM
0
0
Intimidation (Cha)
Investigation (Int)
Trident +4 1d6+2 piercing
Explorer's Pack
+1 Medicine (Wis) Greataxe +4 1d12+2 slashing
Signet ring
+1 0 Nature (Int)

13

+3 Perception (Wis) Number of


+2 Performance (Cha)
+2 Persuasion (Cha)
Attacks: 1
CHARISMA
0 Religion (Int) Handaxe. +4,
0 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
1d6+2 slashing
11 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Playing Card
Set
EP

Weapon Proficiencies: Martial;


Simple GP
25
Armor Proficiencies: Light;
PP
Medium; Shields

Language Proficiencies:
Common; Primordial; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 1.55m 47 kg
AGE HEIGHT WEIGHT
Arwyn Ahlorsath Green Light Blue Green
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Arwyn Ahlorsath used to live in a peaceful underwater


kingdom and was trained to protect it with all her might.
Her mother, Sephare, was an overprotective type of
mother who tried to keep her out of all those
shenanigans. Arwyn still defied her. She was not scared
of all the dangerous beasts in the deep blue, and
wanted to defeat all those pesky krakens and
sahuagins.
Arwyn was also against the belief of being one of those
snobby types of nobles. She was kind and helpful to all
the members of the kingdom around her and did not
care about their status. She just tried to protect and
defend them as friends and compatriots, as one of her
kind.

As the Triton nobles slowly started to open to business


on land, Arwyn grew curious about the word above.
After she started to learn the threat that many other
races posed, she started to train even harder and
wished to be placed in the frontlines someday, not to be
seen as a weak "princess" but as someone capable of
fighting for what is right. For what she believed in. This
new awareness of cruelty and evil from new places has
sharpened her senses more than ever before.
TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing
damage (lasts 1 minute, use 3 times/long rest).

-----------Other Traits------------
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you
ignore any of the drawbacks caused by a deep, underwater environment.

Arcane Rebuke. The magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you
are raging, you can use your reaction to deal 3d6 force damage to that creature.

Chaotic Fury. You become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge
table, replacing your current effect with the new one.

Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this
trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it.
Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for
these spells.

Danger Sense. Advantage on DEX saves against effects you can see.

Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with
beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to
understand them in return.

Lingering Magic. Your body reacts to the presence of magic. You can cast the Detect Magic spell without using a spell slot or
components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic
you detect (you choose the colors).

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses
when you finish a long rest.

Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.

Thick Skin. Adapted for the toxic swamps of shadowfell, you have resistance to poison damage, and you ignore any deficiency
caused by toxic environments. You cannot even take poison conditions.

Wild Surge. Magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical
effect produced. If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

1.Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit
points equal to the sum of the necrotic damage dealt to the creatures.

2. You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on
each of your turns as a bonus action.

3. You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately
flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of
them must succeed on a Dexterity saving throw or take 2d8 force damage.

4. Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of
you hits you with an attack, that creature takes force damage equal to your Constitution modifier.

5. Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.

6. Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom
saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has
disadvantage on attack rolls against you until the start of your next turn.

7. Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage
instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20
feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the
end of your turn.

8. A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a
Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.

You might also like