Demeter Dewdrop
Demeter Dewdrop
Sprite (Ironwing)
Race
Origin
Barbarian (Ancestral Guardian) 6
Class & Level
Chaotic Good
Alignment
Deity
Faction
Rank/Position
Loyalty
Company
Strength
18
+4
Dexterity
16
+3
constitution
18
+4
intelligence
11
+0
wisdom
11
+0
charisma
10
+0
Total Hit Dice
6
Hit Die
Hit Die
1d12+4
+3
proficiency bonus
+7 | Strength |
+3 | Dexterity |
+7 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+3 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+7 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Martial |
+0 | Medicine |
+0 | Nature |
+3 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+3 | Survival |
MV
Prestige
3
Attunement Slots
Attunement Slots
17
Armor Class
Armor Class
71
Hit Points
Hit Points
+3
Initiative
Initiative
30 walk/40 fly
Speed
Speed
Greataxe | 1d20+7 | 1d12+4 Slashing |
---|---|---|
Greatpick | 1d20+7 | 1d12+4 Piercing |
Handaxe (20/60) | 1d20+7 | 1d6+4 Slashing |
Javelin (30/120) | 1d20+7 | 1d6+4 Piercing |
Greataxe
Greatpick (Blood Crystalized in Memory)
2 Handaxes
15 Javelins
Explorer's Pack
Iron Contract
Barrel of Oil
3 Enhance Ability: Strength Mushrooms
Fancy Rosebush Masterwork Shield
2x Greater Healing Potion
95 GP
Crystal Pyrite
Blood Crystallized in Memory
Bag of Holding
Added to Caravan
Favor
Equipment
Greatpick (Blood Crystalized in Memory)
2 Handaxes
15 Javelins
Explorer's Pack
Iron Contract
Barrel of Oil
3 Enhance Ability: Strength Mushrooms
Fancy Rosebush Masterwork Shield
2x Greater Healing Potion
95 GP
Crystal Pyrite
Blood Crystallized in Memory
This blood red crystal appears slick in appearance though touching it does not transfer the feeling of being wet. Soft ticking comes from the crystal every so often, though with no rhyme or reason to the noises coming from it.
Bleeding Iron. Placing this crystal onto a weapon and attuning to this item fuses the two and alters the properties of the weapon fused with this item. This can be undone if you spend one hour to unattune from the crystal and it pulls from the weapon and materializes on top of the weapon at the completion of the ritual. A weapon fused with this crystal is considered magical for the purposes of bypassing resistances.
Tearing Guardians. When you activate Ancestral Guardians and hit your first creature you may fuse your blood with theirs cause the same effect within yourself and the enemy from the following list. This ability holds one charge and is restored on a long rest.
-Excite: Both you and the target must move up their initiative by an additional 1d6.
-Relax: Both you and the target must lower their initiative by an additional 1d6.
-Forget: Both you and the target must succeed a DC 12 Wisdom Saving Throw on a fail you or the creature skips their next turn.
Bleeding Iron. Placing this crystal onto a weapon and attuning to this item fuses the two and alters the properties of the weapon fused with this item. This can be undone if you spend one hour to unattune from the crystal and it pulls from the weapon and materializes on top of the weapon at the completion of the ritual. A weapon fused with this crystal is considered magical for the purposes of bypassing resistances.
Tearing Guardians. When you activate Ancestral Guardians and hit your first creature you may fuse your blood with theirs cause the same effect within yourself and the enemy from the following list. This ability holds one charge and is restored on a long rest.
-Excite: Both you and the target must move up their initiative by an additional 1d6.
-Relax: Both you and the target must lower their initiative by an additional 1d6.
-Forget: Both you and the target must succeed a DC 12 Wisdom Saving Throw on a fail you or the creature skips their next turn.
Bag of Holding
855 GP,
200 lbs iron
80 lbs coal
60 lbs steel
5x 50 gp rings
1x Bottle Cursed Raven Ink
Knick Knaks from Rosebush shield area
5 Food Mushrooms
5 Food+Sleep Mushrooms
5 Stabilizing Mushrooms
3 Enhance Ability: Wisdom Mushrooms
5 lbs Blue Mithril
9 Mana Crystals
7 Gamba Fire Mana Crystals
Shovel
50ft of Rope
Crowbar
Climber's Kit
Journal
Ink
Quill
200 lbs iron
80 lbs coal
60 lbs steel
5x 50 gp rings
1x Bottle Cursed Raven Ink
Knick Knaks from Rosebush shield area
5 Food Mushrooms
5 Food+Sleep Mushrooms
5 Stabilizing Mushrooms
3 Enhance Ability: Wisdom Mushrooms
5 lbs Blue Mithril
9 Mana Crystals
7 Gamba Fire Mana Crystals
Shovel
50ft of Rope
Crowbar
Climber's Kit
Journal
Ink
Quill
Added to Caravan
150 rations
Favor
Baron Indenn Rantholth - 50
Ash Trill - 850 10% off Potions
Saertheia Ravenflame - 50
Ash Trill - 850 10% off Potions
Saertheia Ravenflame - 50
Equipment
15+1r+1b/15/14+2r/11/11/10
Stat Array
Stat Array
Sprite
Barbarian
Feats
Class/Racial Features & Traits
Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Creature. Sprites are creatures with the fey subtype.
Laughing Mad. You are immune to the Confusion spell and forms of madness that are not fey in origin.
Fey Creature. Sprites are creatures with the fey subtype.
Laughing Mad. You are immune to the Confusion spell and forms of madness that are not fey in origin.
Barbarian
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 +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. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
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.
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.
Ancestral Protectors. Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spirit Shield: Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
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. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
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.
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.
Ancestral Protectors. Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spirit Shield: Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Feats
Lvl 1:
Improbable Strength
+1 STR, to a maximum of 20.
You gain advantage on ability checks to escape from a grapple or the restrained condition.
You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons.
If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.
Lvl 4
+2 Con
Lvl 5
Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Improbable Strength
+1 STR, to a maximum of 20.
You gain advantage on ability checks to escape from a grapple or the restrained condition.
You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons.
If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.
Lvl 4
+2 Con
Lvl 5
Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Class/Racial Features & Traits
Sprite Barbarian with an axe thrice her size and personality to match.
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