Medium Grizzlehide Chaotic Good Barbarian Armor Class 15 (No Armor)
Hit Points 47 (4d12+9)
Speed 30ft
Ability Scores STR 16 (+3), DEX 14 (+2), CON 16 (+3) INT 8 (+1), WIS 10 (+0), CHA 10 (+0)
Senses Passive Perception 12
Languages Common (Race), Northern (Race)
Medium Grizzlehide Chaotic Good Barbarian Armor Class 15 (No Armor)
Hit Points 15 (1d12+3)
Speed 30ft
Ability Scores STR 16 (+3), DEX 14 (+2), CON 16 (+3) INT 8 (+1), WIS 10 (+0), CHA 10 (+0)
Senses Passive Perception 12
Languages Common (Race), Northern (Race)
Attacks:
Great Sword- Melee: +6 to hit, 2d6+3 Slashing
GWM Great Sword Melee: +1 to hit, 2d6+13 Slashing
Dagger- Melee: +6 to hit, 1d4+3 damage Piercing
Spear Melee: +6 to hit, 1d6+3 damage Piercing (Versitile 1d8+3 2 handed)
Spear Range: +5 to hit, range 20-60, 1d6+2 damage Piercing
Shortbow- Range: +6 to hit, range 80-320, 1d6+3 damage Piercing
Bite/Bear Hug- Melee: +6 to hit, 1d6+3 damage Piercing
Grizzlehide Bearfolk
• Ability Score adjustments +2 STR, +1 CON
• Size Medium
• Speed 30ft
• Senses
Bite- Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor- Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.
Powerful Build- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ursine Talent You have proficiency in the Athletics and Perception skills.
Bear Hug When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Thick Hide You are resistant to cold damage.
Languages Common, Northern
Class:
Barbarian
Armor Proficiencies Light & medium armor, shields
Weapons Proficiencies Martial & Simple Weapons
Tools Vehicles (Land), Vehicles (Water)
Saves STR, & CON
Skills Survival & Intimidation
Rage As a bonus action enter a rage for up to 1 minute (10 rounds). You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging. Your rage 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 as a bonus action.
Unarmored Defense While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
Reckless Attack When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
Warrior of the Gods At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is radiant.
Extra Attack Its exactly what it sounds like.
Feat:
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
* Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Background:
Marine
Region Corsair Coast
Feature: Steady You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Suggested Characteristics Explanation of Suggested Characteristics
Skills Athletics, & Survival
Tools Vehicles (land) & Vehicles (water)
Lifestyle Wealth Classification, # coins per day
Personality Traits:
1- Trait 1- I laugh loudly and see the humor in stressful situations.
2- Trait 2- I enjoy being out in nature; poor weather never sours my mood.
3- Trait 3- When the sea is within my sight, my mood is jovial and optimistic.
Ideal: Bravery. To act when others quake in fear — this is the essence of the warrior. (Any)
Ideal: Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
Bond: I’m searching for a fellow marine captured by an elusive enemy.
Flaw: I become irrational when innocent people are hurt.
Flaw: I find civilian life difficult and struggle to say the right thing in social situations.
Appearance:
A huge bear standing upright. Its ruddy fur covers its massive frame though along its brow, chest and arms portions of the fur are marked with blue. For all its beastlike form there is an presence to the ursine that sets it apart from an animal. The Bearfolk carries a large greataxe.
Personality:
A good natured large bearfolk. He laughs easy with a great roar. He speaks with a rolling rumble in his voice and when all is quiet there is a stirring in his chest like distant thunder.
Equipment:
100gp
Shortbow
Quiver 20 arrows
Frog person spear
Dagger
Whip
Large Scimitar
Studded leather armor sized for the half-ogre
Sack
-String of 23 triangular silver coins
Lizard Hide:
You gain enough hide to make a single medium sized set of hide armor. Once properly cured, cut, and lined, it would be base AC 13 + Dex Mod (Max 3), in addition whenever someone attempts a grapple or the wearer succeeds on a grapple foe takes 1d4 points of damage from the quills. It will take 2 days to cure the hide in saltwater. (If you wait too long it will rot, especially in this jungle environment.)