Profile
Name | Eir "Slasher" Honeyhelm | Alignment | Neutral Good |
Class | Barbarian | Race | Mountain Dwarf |
Background | Gladiator | Level | 10 |
Gender | Female | Pronouns | she/her |
For many years, Eir, along with her partner, "Hack," were the champions of a pit fighting ring. One day, out of nowhere, Hack went berserk, cut her arm off, and disappeared. That injury caused Eir to retire from pit fighting, and she opened up a brewery.
Many years later, while out delivering some mead, she ended up as a bodyguard for a doctor due to a misunderstanding. Now they're stuck in Barovia and might have to kill a vampire. She wants to go back home because she knows her sons must be worried, but she's more than happy to slaughter beasts while she's in the area :).
She's covered in tattoos of old dwarven stories she uses to channel the spirits of her ancestors in battle, although currently they can't be seen due to the thick fur that's covering her body.
PERSONALITY
I love a good insult, even one directed at me.
I change my mood or my mind as quickly as I change key in a song.
IDEALS
Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are.
People. I like seeing the smiles on people's faces when I perform. That's all that matters.
BONDS
I will do anything to prove myself superior to my hated rival.
Someone stole my precious instrument, and someday I'll get it back.
FLAWS
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.I have trouble keeping my true feelings hidden.
My sharp tongue lands me in trouble.
Proficiency Bonus | +4 | Passive Wisdom | 13 |
Speed | 35 | Armour Class | 21 |
Hit Points | 143 | Temporary Hit Points | 0 |
Hit Dice | 10d12 | Inspiration | +0 |
STRENGTH
+4
18
- +8 Saving Throw
- +4 Strength
DEXTERITY
+4
18
- +4 Saving Throw
- +8 Acrobatics
- +4 Slight of Hand
- +4 Stealth
CONSTITUTION
+6
22
- +11 Saving Throw
INTELLIGENCE
-1
8
- -1 Saving Throw
- -1 Arcana
- -1 History
- -1 Investigation
- -1 Nature
- -1 Religion
WISDOM
+0
11
- +0 Saving Throw
- +0 Animal Handling
- +0 Insight
- +0 Medicine
- +4 Perception
- +0 Survival
CHARISMA
+2
14
- +2 Saving Throw
- +2 Deception
- +6 Intimidation
- +6 Performance
- +2 Persuasion
PROFICIENCIES |
Languages |
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Armour |
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Weapons |
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Other |
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Darkvision
yeah :)
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
By Popular Demand
You can always find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
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.
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.
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.
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.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
ATTACKS
Greatsword | +8 | 2d6+4 slashing |
Handaxe | +8 | 1d6+4 slashing |
Javelin | +8 | 1d6+4 piercing |
Sling | +8 | 1d4+4 bludgeoning |
attack attack attack
SPECIAL WEAPON
Blood Spear | +10 | 1d6/1d8+6 piercing |
Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
SPECIAL WEAPON
Sunsword | +10 | 1d8/1d10+6 radiant |
The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.
The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade:
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
SPECIAL WEAPON
Weapon | +0 | XdX X |
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SPECIAL WEAPON
Weapon | +0 | XdX X |
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SPECIAL WEAPON
Weapon | +0 | XdX X |
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things she's did
met a minotaur and a taller than average halfling
ate some weird pies
got hit with a fireball by strahd, twiceÂ
pet a tiger
got bit by the halfling's strahd doll (does not like it)
met some cat skeletons and a wizard
ate hay and threw up, then threw rocks at a gate for several hours
lost an arm wrestling contest to a child
helped stop a coup
threw more rocks at the gate
almost got crushed by the minotaur
exploded a wagon and almost killed the halfling (oops!)
killed some druids and blights, found a cursed staff
got invited to vampire dinner
met a fun ghost, then the weird little robot that killed him
met a funny guy cooking soup
got a brick
found a Book That Makes You Healthier
got all slimy
got Healthier
dunked her beard in some really good water
found out the doctor isn't actually a doctor
met some more weird animal people
met the woman whose chicken she exploded
drank an entire barrel of vinegar
met a crazy wizard
got a couple of evil rings
made some really good wine bread
played the horn really good at a vampire wedding
did another vampire wedding (oops)
burned down a windmill full of hags
got a disease (minotaur poured a vial of mysterious liquid in her mouth)
got a chicken
ate goat with werewolves
met a cat in a barrel
gave toys to kids
got a magic blood spear, is apparently the chosen one
fought off strahd
cut down an evil tree
was too dirty and nasty to step on grapes :(
tackled a wizard
got cured of her disease
held down the wizard while he got cured of his disease
tackled a second wizard after he got drunk and tried to attack the halfling
gave the halfling a knife
ran directly through a fire
rode a wild giant goat
killed some ghosts
sat under a statue for a while
got launched into the air and landed on a ghost, killing it
got ghosts in her, became strong, hairier, and evil
went on a reading adventure
got some cool glasses
won a game of poker against a ghast
rode and killed a giant roc
got a glider and a talking skull
gave the rogue a gun
licked a horse (got burned)
stole a skull
watched her minotaur friend get killed by a vampire
watched her minotaur friend come back as a bugbear
returned a holy skull to some revenants
blew herself up with a funny bullet and took 2 damage
climbed up a witch's walking house and into the window
defeated the witch and her house and got some magic pipes
watched her halfling friend burn to death :(
found out about the wizard's dark past
watched her halfling friend get resurrected :)
got an extra eye and can walk on walls
beat her friends up
watched the halfling get beat up by a vampire
saved the halfling
had a pizza party
beat up strahd
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