Lévai Navarre

vyrmu

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vyrmu
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Lévai Navarre


Age 31
Gender Female
Pronouns She/Her
Level 3
Race Triton
Class Barbarian
Background Noble

Proficiency Bonus +2
Max HP 32
Armor Class 18
Speed 30 ft
Initiative +3

Max HP 32
Armor Class 18
Speed 30 ft
Initiative +3

STR

12

+1

CON

16

+3

DEX

17

+3

INT

08

-1

WIS

10

0

CHA

12

+1


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Attacks

Name
ATK Bonus
Damage

Shortbow
+3
1d6+1 piercing

Rapier
+5
1d8+3 piercing

Javelin
+3
1d6+1 piercing

Claws
+3
1d6+1 slashing

Class Skills

Rage (Barbarian)

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.
Reckless Attack (Barbarian)
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.
Unarmored Defense (Barbarian)
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 (Barbarian)
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.
Storm Aura (Barbarian: Storm Herald)
You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Personal Features

Kept In Style (Waterdhavian Noble)
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Swim Speed (Triton)
You have a swimming speed of 30 feet.
Amphibious (Triton)
You can breathe air and water.
Hold Breath (Triton)
You can hold your breath for up to 1 hour.
Claws (Triton)
You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision (Triton)
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 discern colors in that darkness only as shades of gray.
Emissary of the Sea (Triton)
You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Guardian of the Depths (Triton)
Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Control Air and Water (Triton)
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 cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Spells

Cantrips

None

Level 1 Spells

Fog Cloud

Level 2 Spells

Gust Of Wind

Level 3 Spells

Water Walk

Level 4 Spells

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Level 5 Spells

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Level 6 Spells

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Level 7 Spells

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Level 8 Spells

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Level 9 Spells

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Positive Traits

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Negative Traits

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Personality goes here

Likes

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Dislikes

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The story so far

Backstory or campaign log goes here

Friends, enemies, and everything in-between

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