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Riverwind Statistics For 5E

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Riverwind (Que-Shu Brave)

I am a warrior of the mighty Que-Shu. Since her birth, I have been Princess
Goldmoon's protector. Whatever the Princess commands, I do. When she was a
young girl, she commanded me to search the Forsaken Lands for signs of the
Old Gods. Though I feared to leave her side, I did as she commanded. I
wandered for years though wilderness and civilized lands alike, until I came to
a fetid swamp in the east. My memory is cloudy, as if it was a dark dream. I
remember a black cavern, a shining lady, and a creature who was death on
black wings. How much of this is real and how much is madness I cannot say.
Months later, I returned to Que-Shu, crazed with fever and nearly dead. I
carried with me a strange staff, that at times was revealed to be made of pure
blue crystal. Goldmoon's father, the Chieftain, scorned the staff proclaiming it an accursed thing. He ordered that I die for
abandoning my position as his daughter's guardian. Somehow, when Goldmoon clutched the staff she saved us from the
stoning and we were transported to the western plains unharmed. I will follow Goldmoon and protect her, though I do not
know where the path will lead.

Riverwind (Totem [Bear] Barbarian 3)


Medium humanoid (human), chaotic good
Armor Class 16 (Unarmored Defense)
Hit Points 35 (3d12+9)
Proficiency Bonus +2
Speed 30 ft.
Initiative +3
STR 14 (+2), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 10 (+0)
Skills Animal Handling +5, Athletics +4, Intimidate +2, Perception +4, Survival +4
Proficiencies Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Flute
Senses Passive Perception 14
Languages Common, Plainsfolk, Hill Dwarf
Experience 900
Danger Sense. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you cant be blinded, deafened, or incapacitated.
Rage (3). On your turn you can enter a rage as a bonus action, while raging you gain the following benefits (without
heavy armor): Advantage on Strength Checks and Strength Saving Throws, Bonus Rage damage to melee attacks using
Strength (+2), Resistance to Bludgeoning, Piercing and Slashing Damage, Can't Cast Spells. Lasts for 1 minute but ends
if you don't attack or take damage in a turn (can also end as bonus action).
Reckless Attack. When you make your first attack each turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls (using Strength) but attack rolls against you have advantage.
Durable (Feat). CON +1. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain
from the roll equals twice your Constitution modifier (minimum of 2).
Totem (Bear). While raging, you have resistance to all damage except psychic damage.
Unarmored Defense. While you are not wearing any armor, your AC equals 10+DEX+CON. You may use a shield and
still gain this benefit.

Attacks
Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) slashing damage.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) Piercing damage.

Equipment
Great Axe
4 Javelins
Hunting Trap

Hunting Trophy
10gp
Tribal Drums

Explorer's Ki

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