Eve of Ruin (DND 2024) Recruitment Thread

Started by PhantomPistoleer, July 16, 2025, 03:18:42 PM

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PhantomPistoleer

Sure--you can replace a legendary item with a very rare item.
Always seeking 5E games.
O/O

CurvyKitten

So I um, made another character. She's Sexy skilled X-pirate, now tavern owner. A swashbuckling with a connection to something from the deep dark that gives her magic. hehe WHAT!? I couldn't help it! 

thegreatg

Quote from: CurvyKitten on July 31, 2025, 08:13:37 PMSo I um, made another character. She's Sexy skilled X-pirate, now tavern owner. A swashbuckling with a connection to something from the deep dark that gives her magic. hehe WHAT!? I couldn't help it!

We could always use more sexy skilled characters!

*Illara tells Galen to cool his elven jets!*

CurvyKitten




Her Marking and Glow due to being an Astral Elf.
Nieven Balie
Age: old and unknown - looks about early 20’s
Race: Astral elf
Gender: Female
Sexual Orientation: Bi-sexual
Class: Warlock - Fathromless - Pact of the blade
Class: Rogue - Swashbuckler
Languages: common, elven, sylvn, thieves cant, primordial, and infernal
Level: 10
HP: 183 / AC: 23 / Initiative: 4 / Passive Perseption:12 / Speed: 30 / Proficiency bonus: 4 / 10d8 HDs
Attributes - Skills
Str - 14 - +2
*Athletics - 6
Dex - 20 - +5 - Save* +9
Acrobatics - 5
*Sleight of hand - +9
*^Stealth - +13
Con - 16 - 3
Int - 15 - 2 - Save* +6
*Arcana - 6
History - 2
Investigation - 2
Nature - 2
Religion - 2
Wis - 16 - 3 - Save* +7
Animal handling
*Insight - 7
Medicine - 3
*^Perception - 11
Survival - 3
Cha 18 - 4- Save* +8 - advantage
*Deception - 8
Imitation - 4
*Performance - 8 - advantage
Persuasion - 4
ATTACKS
Sneak attack 5D6
Whip - 9 - 1D4+5
Shorts word - 9 - 1D6+5
Rapier of Warning - 9 - 1D8+5
Seafarers Trident - 9 - 1D6+5
+1 pistol - 9 - 1D10+5
Equipment-Tavern
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Equipment - Tavern
Tavern "Tempests Haven" - starting cost of 1250
upkeep-maintenance- guild- and daily work- 160 every 10 days 50 days paid ahead - 800g
Bag of holding - common - free
Robe of useful things - common - free
Rapier of Warning - Uncommon - free
Seafarers Trident - rare - free
Barrier Tattoo - Legendary - free
Tent - 2g
Bedroll - 1g
Rations X10 - 5g
Lockable Chest - 5g
Water Skin- 2s
Water Skin (run) - 1g
+1 pistol - 1250
Spyglass - 1000
Fish and Tackle - 1g
Chalk X5 - 5c
Candles X5 - 5c
Eilixer of Health X 3 0 240g
Potion of Healing Common X6 - 300g
map's of different regions, x5 - 50g
Map cases case x5 - 5g
Potion of greater healing X4 - 600g
Eversmoking Bottle - 500g
Rod of pact keeper - uncommon - +1 saves dc and attacks, regain one spell slot - 500g
Pearl of power- regain spell slot, 500g
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Racial Features
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Racial Features
Darkvision - 60'
Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Astral Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You magically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
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Feats
FEATS-Actor - You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.Weapon Master - Pistol, Trident, Shortsword, whipLinguist - Primordial, infernal, sylvinSpell Sniper-When you cast a spell that requires you to make an attack roll, the spell's range is doubled.Your ranged spell attacks ignore half cover and three-quarters cover.You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from.TelekineticYou learn to move things with your mind, granting you the following benefits:Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Rogue details
Rogue detailsCunning Action - BA dash, hide, disengage.uncanny dodge- Attack I can see dodge for Half Damage.Evasion- Dex save for half AOE effectsSwashbuckler Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Warlock Details
Warlock Details
Pact boon- pact of the weapon Trident
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Evocations
Evocations

Thirsting Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Eldritch Spear
When you cast eldritch blast, its range is 300 feet.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Patron Fathomless
Fathomless Patron gifts

Tentacle of the Deep
At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.
Oceanic Soul
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Guardian Coil
At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Grasping Tentacles
Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Spells
10 spells known - 2 spell slots - 5th level
Cantrips
Dancing lights
Eldritch Blast - 300'
Frostbite
Magehand
Minor Illusion
Mind Sliver
Prestidigitation
1st levels
Patron given
create destory water
Thunder wave
Class given
Charm Person
Witch Bolt
2nd level
Patron Given
Gust of wind
Silance
class given
Shatter
Suggestion
3rd level
Patron Given
Lightning bolt
sleet storm
Class Given
Counterspell
Disspell
Hunger of Hadar
4th level
Patron Given
Evard's Black Tentacles
Control Water
Class Given
Banishment
Demention Door
5th level
Patron Given
Bigbys Hand (Tentecle)
Cone of Cold
Class given
Teleportation circle
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History
Nieven Balie was born aboard a ship that traveled the unstable astral seas. Her mother sadly passed during the difficult birth. But that didn't mean Nieven was left alone. She still had her father, Captain of the Tempest, and the rest of the crew. They raised the small girl in a world of Pirates, wild seas, mystical creatures, and endless adventures. She was a wild little thing who climbed to the crow's nest or steered the ship. Nieven wanted to learn it all. Her father always said you needed to know your ship and your crew through and through. So you knew you could trust them both. 

Decades passed like this, one wild night or excursion every other day. Everything seemed perfect. That was till Draken, his first mate, turned against Her father. Captain Rothsfel Balie, the man with the map of the grandest treasure etched in his very markings. The crew became split, though those who wanted more. They believed the stories and suddenly knew her father was holding out on them. But those loyal to him fought back. They were outnumbered and soon felt the sting of blades at their backs. Her father begged for one thing: her release. Draken allowed it, if only to cause more pain. 

Nieven hugged her father one last time. His last words were odd. But ones she'd never forgotten. "Find the Haven Etched in the Stars." Of all the things he could have said. His voice became nothing as Draken kicked him off into the lost waves of the astral seas. The rest of his loyal crew members followed afterward. Tears stained Nieven's cheeks, but anger filled her eyes. She swore vengeance that day, but Draken knew what he'd unleashed in her. And he didn't feel like being hunted all his life. So he did set her free, but tossed her through a dark archway that led to a whole new ocean. 

Nieven drifted in the new, strange ocean for days, her body growing weaker with each sun-soaked day. Honestly, Nieven didn't even know when everything went dark. The surface glinted above her, and everything became foggy. She swore to herself, tried to get her body to move. Nieven only sank deeper, but something in the deep, dark depths of the sea heard her. And soon Nieven felt herself face to face with something she's never spoken about since then. 

But that day, Nieven found her body tossed onto the shores of a new land. No longer the astral sea, no longer her home, Nieven stumbled towards the first town in sight. Struggling from there, but pulling herself up by her bootstraps. Opening up a tavern near the sea. So she'd have money coming in, money that could fund her travels, and her search for a way home. A way home, and a way to Draken.
Nieven made a name for herself, traveling the seas. Having wild adventures and wild times. She’s known as the Pirate no one could catch. Granted, that could be due to the support she’s normally rallied around her. They normally keep her from getting too close to the law. After all, every Captain needs a crew!

CurvyKitten

head desk~ I'll fix the coding later. It keeps tweaking out on me. 

thegreatg

If you would like Neiven to know one of my elves I’d be happy to discuss ideas!

kingmaster1

#81
Stat is a well known healer in Neverwinter so if anyone wants connections with him, let me know. Pretty much anyone is valid for the connection ^^

Frankly everyone could know Stat and it'd make sense!

Rashol

Ummm..
@PhantomPistoleer are most people building 2014 characters?
Would I be able to join, or not?
I can build for either. But not sure what to go for.

thegreatg

Quote from: Rashol on August 01, 2025, 02:43:08 PMUmmm..
@PhantomPistoleer are most people building 2014 characters?
Would I be able to join, or not?
I can build for either. But not sure what to go for.
I believe we are using 2024 rules

Rashol

Quote from: thegreatg on August 01, 2025, 02:46:41 PMI believe we are using 2024 rules
But I'm not sure all of those subclasses have been released into 2024 yet. ;)

CurvyKitten

Quote from: thegreatg on August 01, 2025, 12:03:44 PMIf you would like Neiven to know one of my elves I’d be happy to discuss ideas!
I am happy to plot some! Both those lovelies are open for links! Just hoping I can use both. Lol


thegreatg

Quote from: CurvyKitten on August 01, 2025, 05:59:59 PMI am happy to plot some! Both those lovelies are open for links! Just hoping I can use both. Lol


Cool!  I can PM you if you’re cool with that!

thegreatg

So I made some adjustments. I gave the moon sword to Illara as a double-bladed scimitar, but the rules seemed vague on if i could keep it a Revenant double-scimitar with the Revenant feat or not, so I just made it a moon sword double scimitar and gave Illara the Revenant Blade feat by swapping it for Inspiring Leader.  I was also able to find armor that allows to keep her full Dex bonus to her AC.  This of course, came with other changes to her gear based on item attunement and such.

For Galen, I made some item changes as well and went more heavily into the archery concept.

My original post for both characters has been updated.

CurvyKitten


Hexed

Well that's certainly later then I intended but Ashes is finished. 

Built her in DnD beyond so when I went to link her spells it turned out the wiki I use didn't have 'em all so I stopped. And her full backstory is vague to keep it short but I can always expand if needed.


Rashol

Struggling..
I'm considering two character choices

1 is barbarian. World Tree and I was stuck between Zealot or Wild Heart..zealot basically because I hear it provides discounts for people trying to bring me back to life. Wild Heart because just going "Damage Resistance" or stand next to me and get advantage is enticing.

Vaguely considering wizard... But if there is anything guaranteed to give me decision paralysis it's a 10th level wizard.

Isengrad

Quote from: Rashol on August 03, 2025, 10:33:49 AMStruggling..
I'm considering two character choices

1 is barbarian. World Tree and I was stuck between Zealot or Wild Heart..zealot basically because I hear it provides discounts for people trying to bring me back to life. Wild Heart because just going "Damage Resistance" or stand next to me and get advantage is enticing.

Vaguely considering wizard... But if there is anything guaranteed to give me decision paralysis it's a 10th level wizard.
To be Fair, using the two subclass. A Bladesinger/Abjurer would be pretty effective

original artwork by karabiner

Laughing Hyena

Transferring a familiar goblin huntress over here. Path of the World Tree/Giants Barbarian

kingmaster1

Quote from: Laughing Hyena on August 05, 2025, 10:59:40 AMTransferring a familiar goblin huntress over here. Path of the World Tree/Giants Barbarian
Hopefully she doesn't hunt goblins cause that'd be rough for stat :p

Laughing Hyena

Quote from: kingmaster1 on August 05, 2025, 11:02:28 AMHopefully she doesn't hunt goblins cause that'd be rough for stat :p
She wants to make a new tribe because her old tribe were the classic variants. :-)

kingmaster1

Quote from: Laughing Hyena on August 05, 2025, 11:14:18 AMShe wants to make a new tribe because her old tribe were the classic variants. :-)
Oh that's funny! Stat's old tribe was too. He was the brains behind the operation.

They all kinda died in a botched raid he got away from :p

Laughing Hyena

Pipi was the gatherer and hunter of her tribe. Dreams of the wild dance in her head. So she stayed on the surface and thus was an outsider. Related more to animals and the wild and thus stayed out of the tribe. Shes a four foot tall gal that can bench press a boulder.

kingmaster1

Quote from: Laughing Hyena on August 05, 2025, 11:32:53 AMPipi was the gatherer and hunter of her tribe. Dreams of the wild dance in her head. So she stayed on the surface and thus was an outsider. Related more to animals and the wild and thus stayed out of the tribe. Shes a four foot tall gal that can bench press a boulder.
Epic XD

Laughing Hyena

#98

Name:
Pipi, Sar Tarka, Little Wolf
Age: 18
Race: Goblin
Gender: Female
Orientation: Bisexual
Class: Barbarian 10 (Path of the Giant/World Tree)
Alignment: Neutral Good
Background: Farmer
History: Standing a foot taller than most, Pipi is quite the beauty amongst Goblin kind. Four feet in height, the girl is practically an amazon. However she was an outcast by choice as she enjoyed the company of animals to the caverns filled with her kin. It waas so peaceful and colorful but dangerous and challenging. It started with wolves and how they cooperate to better one another's lives.

So she wasn't brought up in the "kick those beneath you" tribalism that many Goblin tribes take to having. Instead she followed the rules of the animal kingdom which was to survive. To live you must earn your meals and to honor what you kill to keep living. Thus she was a hunter for her tribe. But her time out in the wilds changed her from a mere hunter to a warrior one with nature.

And the longer she stayed in the wilds, the longer she wandered until she finds herself without a tribe to call her own. Instead of searching for her former tribe, she decided to make her own path. She'd make her own tribe instead and she hunts the strongest beasts she can find.

Ons & Offs: Breast Play (Giving), Cock Worship (Giving), Exhibitionism, Size Play, Sensual Bathing or Massaging / off: Toilet Play, Guro (Sexualized Death), Anal Penetration (Receiving), Mind Control, NTR


Stats:

Size: Small ; Speed: 50 feet
Str: 20 (+5) or 29 (+9); Dex: 16 (+3); Con: 20 (+5)
Int: 13 (+1); Wis: 14 (+2); Cha: 15 (+2)


Proficiency:

Bonus: +4
Weapon: Simple Weapons, Martial Weapons
Mastery: Greataxe, Battleaxe, Maul, Javelin
Armor: Light, Medium, Shields
Skills: Animal Handling (CHA), Athletics (STR), Nature (INT), Perception (WIS), Survival (WIS)
Tools: None
Feats: Tough (bg), Speedy (4), ASI [Con] (8)
Saves: Strength, Constitution
Languages: Common, Goblin, Sylvan, Giant


Combat:

AC: 18 or 21 ; HP: 150 ; Hit Dice: 10d12+70
Size: Small ; Speed: 50 feet
Initiative: +3 (Advantage)
Hanmer of Thunderbolts: +9 or +14 ; 2d6+9 (Bludgeoning)
Vicious Battleaxe: +9 or +14 ; 1d8+9 and 2d6 or 1d10+9 and 2d6 (Slashing)
Staff: +9 or +14 ; 1d6+9 or 1d8+9 (Bludgeoning)
Shortbow: +7 ; 1d6+3 (Piercing)
Javelin: +9 or +14 ; 1d6+9 (Piercing)


Money & Equipment:

Arms: Vicious Battleaxe, Staff, Shortbow (20 Arrows), Javelin of Lightning 
Armor: Shield +1
Magic Items: Ring of Free Action (R) (Attuned) Belt of Fire Giant Strength (VR) (Attuned), Maul of Thunderbolts (Attuned) (L), Vicious Battleaxe (R) [4,000], Shield +1 (U), Ring of Swimming (U), Stone of Good Luck (U) [500], Javelin of Lightning (U) [500], Bag of Holding (U) [500], Boots of Elvenkind (U) [500], Chest of Preserving (C), Heward's Handy Spice Pouch (C)
Items: Traveler's Clothes, Backpack, Bedroll, Belt Pouch, Mess Kit, Rations (10 Days), Hunters Trap, Hemp Rope (50 feet), Elk Skin Cloak, Tinderbox, Torches (10), Waterskin, Explorers Pack

Copper: 0, Silver: 0, Gold: 2,000, Platinum: 0



Feats

Speedy: General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.

Speed Increase. Your Speed increases by 10 feet.

Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.

Agile Movement. Opportunity Attacks have Disadvantage against you.



Abilities
Abilities
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 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.
  • 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 number of times shown for your barbarian level in the Rages column of the Barbarian table (3), you must finish a long rest before you can rage again.

Giant's Havoc: Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.

Elemental Cleaver: Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

Mighty Impel: Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself.

An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Vitality Surge: When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.

Life-Giving Force: At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Branches of the Tree: Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

Battering Roots: During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you’re using with that weapon.

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.

Primal Knowledge: You are proficient in the Perception skill.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

Danger Sense: Starting at 2nd Level you have Advantage on Dexterity Saving Throws agsinst effects you can see such as traps or spells. You don't benefit from this if you are either Blinded, Deafened, or Incapacitated.

Fast Movement: You can move 10 feet faster when not in heavy armor.

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 Strike: If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

  • Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

  • Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.



Personality:
Trait: I feel far more comfortable around animals than people.

Ideal: It is each person's responsibility to make the most happiness for the whole tribe.

Bond: It is my duty to provide children to sustain my tribe.

Flaw: There's no room for caution in a life lived to the fullest.

Laughing Hyena

Quote from: kingmaster1 on August 05, 2025, 11:34:01 AMEpic XD
Work In progress but I cannot save my draft in these threads for some reason but I'm working as quickly as possible. 

No she obviously didn't get max hp, Phantom. I'm just placeholding there whilst I look for the hp suggested and meticulously pasting the path of the trees Abilities into these forum post.