[center][img]https://78.media.tumblr.com/065ee9ffcde5292d6c9cf87165d115d5/tumblr_pdqjbr35nm1uxdk28o1_400.jpg[/img] [sub][sub][img]https://78.media.tumblr.com/34c97a6bd64b3eaa7404674054bd893f/tumblr_pdprxg56eH1uxdk28o3_r2_400.png[/img][/sub][/sub] [/center][center]LVL. 3 Hᴀʟғ-Eʟғ Bᴀʀʙᴀʀɪᴀɴ Eɴᴛᴇʀᴛᴀɪɴᴇʀ Nᴇᴜᴛʀᴀʟ Gᴏᴏᴅ[/center] [hr][hr][hider=Stats][center][color=a17e49][b]ᴍᴀx ʜᴘ[/b]:[/color] 38 [img]https://78.media.tumblr.com/af1f63d69372c859df35de4670d02bb8/tumblr_pd5te2FSOD1uxdk28o1_r1_1280.png[/img][color=black]▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂[/color][/center] [indent][indent][color=a17e49]ᴘʀᴏғɪᴄɪᴇɴᴄɪᴇs[/color] [color=a17e49]ᴡᴇᴀᴘᴏɴs[/color] Simple and martial weapons, light and medium armor, shields. [color=a17e49]ᴛᴏᴏʟs:[/color] Disguise kit, piano. [color=a17e49]ʟᴀɴɢᴜᴀɢᴇs:[/color] Common and Draconic[/indent][/indent] [center][color=black]▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂[/color][/center] [indent][indent][color=a17e49]ғᴇᴀᴛᴜʀᴇs ᴀɴᴅ ᴛʀᴀɪᴛs[/color] [color=a17e49]Fᴇʏ Aɴᴄᴇsᴛʀʏ:[/color] You have advantage on saving throws against being charmed, and magic can’t put you to sleep. [color=a17e49]Dᴀʀᴋᴠɪsɪᴏɴ:[/color] 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. [color=a17e49]Bʏ Pᴏᴘᴜʟᴀʀ Dᴇᴍᴀɴᴅ:[/color] You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. 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. [color=a17e49]Rᴀɢᴇ:[/color] 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: [indent]• You have advantage on Strength checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. At level 3: 3 total rages, +2 rage damage. • You have resistance to bludgeoning, piercing, and slashing damage.[/indent] 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. [color=a17e49]Rᴇᴄᴋʟᴇss Aᴛᴛᴀᴄᴋ:[/color] 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. [color=a17e49]Dᴀɴɢᴇʀ Sᴇɴsᴇ:[/color] 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. [color=96CADE]Pʀɪᴍᴀʟ Pᴀᴛʜ ᴏғ ᴛʜᴇ Aɴᴄᴇsᴛʀᴀʟ Gᴜᴀʀᴅɪᴀɴ[/color] [color=a17e49]Aɴᴄᴇsᴛʀᴀʟ Pʀᴏᴛᴇᴄᴛᴏʀs:[/color] 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. [/indent][/indent] [/hider] [hider=Equipment] [indent][indent] [color=a17e49]ᴇǫᴜɪᴘᴍᴇɴᴛ[/color] •Explorer's pack •A costume for special performances •Family trinkets (small, clumsily woven bracelets from his sisters) •Tambourine [color=a17e49]ᴡᴇᴀᴘᴏɴs[/color] •Greataxe •Handaxe (2) •Javelin (4) [/indent][/indent] [/hider] [hider=Backstory] [indent][indent] Born of a proud immigrant family, HORUS’ ancestors hail from the continent Erontor of the desert country of Al-Turoq. Allow the scene to be set for you: three weary travelers cross the sea to seek refuge in the oasis of a new country with land that is fresh and sweet. The travelers are a middle aged couple and their strong, independent daughter. Her name is Samar. Life in this land is rich with new opportunities of wealth, freedom, and love. Samar is determined to make a good life, falling immediately for an Elven man. She courts, she makes love, she is heartbroken. Left alone in a new country with no husband and a baby on the way. He will know nothing about that half of his heritage, nothing about the man who is truly his father, and nothing about the ancestors that came before him. HORUS takes in the details of every story. Every twisting moment, every emotion, and every lesson. He is not one to easily forget a tale once it is told to him. To tell a narrative is the best way to communicate, it is how humans have communicated and lived on for as long as they have. It is how HORUS knows the stories of Al-Turoq. It is how HORUS can feel a connection and a home to a land he has never been. It is how HORUS can find peace. Swept into the bustle of a crowd, HORUS tells stories in town squares and cities to all who will listen. The man is romantic and elegant, but one must hope to stay on the good side of his ragged temper. [/indent][/indent] [/hider][hr][hr]