<div class="floatright">(https://i.imgur.com/cGqbHm4.jpg)</div><div align="center"><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_u"><strong>Brihe</strong></span></span></div><br/><strong>Class/Level:</strong>Barbarian - 3<br/><strong>Background:</strong>Outlander<br/><strong>Race:</strong>Human<br/><strong>Alignment:</strong>Chaotic Neutral<br/><br/><hr/><br/><strong>Ideals:</strong>Change. Life is like the seasons, in constant change, and we must change with il. (Chaotic)<br/><strong>Bonds:</strong>My family, clan, or tribe is the most important thing in my life, even when they are far from me.<br/><strong>Flaws:</strong>There's no room for caution in a life lived to the fullest.<br/><strong>Personality:</strong>Brihe can be loud and a bit wild at times, but for the most part, she tends to be good natured and easy to get along with.  Possessing no filter, she tends to speak her mind whether or not her opinion with be appreciated and has no issue using her strength to handle anyone that gets too upset at her.  However if one can handle her inability to watch what she says, she can be a fun person to be around and a fierce ally in battle.<br/><br/><hr/><br/><strong>Age:</strong>24<br/><strong>Height:</strong>5'10"<br/><strong>Weight:</strong>182lbs<br/><strong>Eyes:</strong>Sky-Blue Eyes<br/><strong>Skin:</strong>White, heavily tanned from lots of time in the sun<br/><strong>Hair:</strong>Long, blonde, and wild<br/><strong>Description:</strong>While beautiful, one first stands out about Brihe is her size.  While not massive, she is large for a woman and heavily muscled from years of fighting and traveling on her own.  Despite her large muscles, she still somehow manages to have a very feminine feel to her and there is a distinct air of lustful desire about her that seems to draw attention from many, both male and female.  Her hair is a platinum blonde color and allowed to hang free and wild halfway down her back.<br/><br/><hr/><br/><strong>Backstory:</strong>Brihe's story is one of freedom and adventure.  From a young age, it was clear to those in her village that she wouldn't be one to remain at home, finding a husband and minding children.  She had a wanderlust in her eyes that often saw her venturing away from the village from the day she was able to walk.  In order to prepare her for the day when they knew she would leave, she was trained in the ways of battle as soon as she was able to wield a hammer.  And at the age of 15, still a girl in the eyes of many, she would gather her scant few belongings, say goodbye to her parents, and take to the wild world around her.  Since she's left her home, she has rarely ventured anywhere near large towns or cities, instead choosing to remain as far from them as possible and resupplied in small villages when she needed to.<br/><br/>And perhaps that was her downfall.  As she sat next to her small fire one night, looking up at the stars, she noticed that it was quiet.  Too quiet.  They came out of nowhere and despite her best efforts, she was captured and dragged into the Underdark, kicking, screaming, cursing and fighting all the way.  Or at least until she was knocked unconscious to make it easier for her captors to move her where they needed her to go.<br/><br/><hr/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Armor Class:</strong>16<br/><strong>Initiative:</strong>+2<br/><strong>Speed:</strong>30 ft<br/><strong>Passive Perception:</strong>10<br/><strong>Hit Point Maximum:</strong>38<br/><strong>Hit Dice:</strong>3d12<br/><strong>Proficiency Bonus:</strong>+2<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><br/><strong>Str:</strong>18(+4)<strong>Dex:</strong>14(+2)<strong>Con:</strong>17(+3)<strong>Int:</strong>7(-2)<strong>Wis:</strong>8(-1)<strong>Cha:</strong>8(-1)<br/><br/><span class="bbc_u"><strong>Saving Throws</strong></span><br/><br/><strong>Proficiencies:</strong>Str, Con<br/><strong>Str:</strong>+6<strong>Dex:</strong>+2<strong>Con:</strong>+5<strong>Int:</strong>-2<strong>Wis:</strong>-1<strong>Cha:</strong>-1<br/><br/><span class="bbc_u"><strong>Skills</strong></span><br/><br/><strong>Proficiencies:</strong>Animal Handling, Athletics, Nature, Stealth, Survival<br/><br/><strong>Acrobatics (Dex):</strong>+2<strong>Animal Handling (Wis):</strong>+1<strong>Arcana (Int):</strong>-2<strong>Athletics (Str):</strong>+6<strong>Deception (Cha):</strong>-1<strong>History (Int):</strong>-2<strong>Insight (Wis):</strong>-1<strong>Intimidation (Cha):</strong>-1<strong>Investigation (Int):</strong>-2<strong>Medicine (Wis):</strong>-1<strong>Nature (Int):</strong>0<strong>Perception (Wis):</strong>-1<strong>Performance (Cha):</strong>-1<strong>Persuasion (Cha):</strong>-1<strong>Religion (Int):</strong>-2<strong>Sleight of Hand (Dex):</strong>+2<strong>Stealth (Dex):</strong>+4<strong>Survival (Wis):</strong>+1<br/><br/><hr/><br/><strong>Proficiencies:</strong>Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Pan Flute<br/><br/><strong>Features and Traits:</strong><br/><br/><strong>RAGE</strong><br/>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 ifyou 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. lt 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. Vou can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian leveI in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br/><br/><strong>UNARMORED DEFENSE</strong><br/>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.<br/><br/><strong>RECKLESS ATTACK</strong><br/>Starting at 2nd level, you can throw aside ali 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.<br/><br/><strong>DANGER SENSE</strong><br/>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.<br/><br/><strong>SPIRIT SEEKER</strong><br/>Yours is a path that seeks attunement with the natural world. giving you a kinship with beasts. At 3rd level when you adopt this path. you gain the ability to cast the Beast Sense and Speak with Animals spells. but only as rituals, as described in chapter 10.<br/><br/><strong>BEAR TOTEM SPIRIT</strong><br/>While raging. you have resistance to ali damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.<br/><br/><strong>DUEL WIELDER</strong><br/>You master fighting with two weapons, gaining the following benefits:<br/><ul class="bbc_list"><li>You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.</li><li>You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.</li><li>You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.</li></ul><br/><br/><hr/><br/><strong>Attacks/Spellcasting:</strong><br/><br/><strong>Warhammer(2):</strong>d20+6, 1d8+4<br/><br/><strong>BEAST SENSE</strong><br/><em>2nd-level divination (ritual)</em><br/><strong>Casting Time:</strong>1 action<br/><strong>Range:</strong>Touch<br/><strong>Components</strong>: S<br/><strong>Duration:</strong>Concentration, up to 1 hour<br/>You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.<br/><br/><strong>SPEAK WITH ANIMALS</strong><br/><em>1st-leveI divination (ritual)</em><br/><strong>Casting Time:</strong>1 action<br/><strong>Range:</strong>Self<br/><strong>Components:</strong>V,S<br/><strong>Duration:</strong>10 minutes<br/>You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.<br/><br/><br/><hr/><br/><strong>Equipment:</strong><br/><br/><em>Weapons</em><br/><br/>Warhammer(2) - 30gp - 4lbs<br/><br/><em>Clothing</em><br/><br/>Travelers clothes - 2gp<br/><br/><em>Other</em><br/><br/>Staff - 5gp - 4lbs<br/>Hunting Trap - 5gp - 25lbs<br/>Wolf-fang Necklace<br/>Backpack - 2gp - 5lbs<br/>Pan Flute - 12gp - 2lbs<br/>86gp