First draft of my character sheet.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Orlith Belgoria</div><div class="spoiler_body"><div align="center">(https://i.imgur.com/rNl97aD.jpg)<br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: times new roman;"><strong>Name:</strong> Orlith Belgoria<br/><strong>Aliases/Titles:</strong> The Foe Cleaver<br/><strong>Race:</strong> Tiefling<br/><strong>Background:</strong> Outlander<br/><strong>Age:</strong> 24<br/><strong>Size:</strong> 6'9 230lbs<br/><strong>Class | Subclass:</strong> Barbarian | Path of the Frenetic<br/><strong>Level | Proficiency Bonus:</strong> 3 | +2<br/><br/><strong>HP:</strong> 38<br/><strong>AC:</strong> 14<br/><strong>SP:</strong> 30<br/><br/>rolls: 15, 16, 12, 11, 12, 14<br/><strong>STR:</strong> 16 | 3 | 5<br/><strong>DEX:</strong> 14 | 2 | 2<br/><strong>CON:</strong> 15| 2 | 4<br/><strong>INT:</strong> 13| 1 | 1<br/><strong>WIS:</strong> 11 | 0 | 0<br/><strong>CHA:</strong> 14 | 2 | 2<br/><br/><span class="bbc_u"><strong>Proficiencies</strong></span><br/><strong>Skills:</strong> Athletics, Perception, Survival, Intimidation<br/><strong>Tools:</strong> Drums<br/><strong>Languages:</strong> Common, Infernal, Orcish, <br/><strong>Armor:</strong>  Light armor, medium armor, shields<br/><strong>Weapons:</strong> Simple weapons, martial weapons<br/><br/><span class="bbc_u"><strong>Traits and Features</strong></span><br/><strong>Racial Traits:</strong> <br/>Darkvision <br/>Fire Resistance <br/>Thaumaturgy cantrip<br/>Hellish Rebuke(3d10 fire), once per long rest<br/><br/><strong>Background Features:</strong> <br/>Origin: Tribal Nomad<br/>Wanderer: memorize terrain layouts, find food and water for up to 6 people a day<br/><br/><strong>Class Features:</strong><br/>Rage(uses:3, bonus: 2): On your turn, you can enter a rage as a bonus action (1 min). While raging, you gain the following benefits if you aren’t wearing heavy armor:<br/>-You have advantage on Strength checks and Strength saving throws.<br/>-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.<br/>-You have resistance to bludgeoning, piercing, and slashing damage.<br/><br/><br/>Unarmored Defense: 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/>Reckless Attack: 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/>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 can’t be blinded, deafened, or incapacitated.<br/><br/><br/><br/><strong>Subclass Features:</strong><br/><br/>Primal Path of the Frenetic: Attuned to Fire. As an action, or bonus action while raging, you can decide if you want to channel potential (defensive) energy or kinetic (offensive) energy.<br/><br/>-Potential: Thin and wispy flames wreathe your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You gain resistance to fire or cold damage (your choice) until your rage ends or you channel energy differently.<br/><br/>-Kinetic: Flames erupt from your weapon, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. While the weapon is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until your rage ends, you channel energy differently, or until you drop or sheathe the weapon.<br/><br/><br/><strong>Feats:</strong>     <br/><br/><br/><br/><br/><br/><br/></span></span><br/><br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: times new roman;"><span class="bbc_u"><strong>Equipment, Inventory, and Wealth</strong></span><br/><strong>PP:</strong><br/><strong>GP:</strong> 46<br/><strong>SP:</strong><br/><strong>CP:</strong>     </span></span><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Item Slots</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: times new roman;"><br/><strong>Head:</strong> <br/><strong>Body:</strong> Traveler's clothes<br/><strong>Main Hand:</strong> Great Sword (2d6 slashing, heavy/two-handed)<br/><strong>Off Hand:</strong> <br/><strong>Neck:</strong><br/><strong>Back:</strong><br/><strong>Gloves:</strong><br/><strong>Right Hand Ring:</strong><br/><strong>Left Hand Ring:</strong><br/><strong>Waist:</strong><br/><strong>Feet:</strong><br/><strong>Mount:</strong>     <br/><br/><strong>Attunement:</strong>0/3 </span></span></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: times new roman;"><br/><strong>Weapon:</strong> Great Sword (2d6 slashing, heavy/two-handed)<br/><strong>Weapon:</strong> Spear (1d6 piercing, range/thrown/versatile)<br/><strong>Armor/Clothing:</strong> Traveler's Clothes<br/><strong>Items/Accessories:</strong><br/></span></span></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inventory</div><div class="spoiler_body"><ul class="bbc_list"></ul><span class="bbc_font" style="font-family: times new roman;"><span class="bbc_size" style="font-size: 12pt;"><br/></span></span><ul class="bbc_list"><li>staff</li><li>hunting trap</li><li>Trophy (tundra lion pelt (https://i.imgur.com/ZigdtjD.jpg?1))</li><li>traveler's clothes</li><li>Explorer's pack</li><li>Javelins x4</li><li>Grappling hook</li><li>Soap</li><li>Spikes(iron)x20</li><li></li></ul> [/font][/size]</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Goals, Fears, and Secrets</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: times new roman;"><strong>Goals:</strong> Seek glory and fortune<br/><strong>Fears:</strong> Small bugs<br/><strong>Secrets:</strong> The real reason she left the Steppe is because she accidentally killed one of her friends during a hunt. It was covered up as her simply being slain by the beast they were fighting itself, but the shame and guilt she felt drove her to leave the village, using the guise of seeking adventure for a self imposed exile. </span></span> </div></div><br/></div></div></div><br/><br/>Also some extra information on the tiefling tribe:<br/><br/>Of the three most powerful factions of Ice Steppe, the Tieflings, regionally refereed to as the "Ifritians", are actually the most recent, having only migrated into the Steppe a little under 150 years ago. The small community of Tieflings, at the time just a barely affiliated group rounded up by the ruling humans  of their native kingdom of Redrun, were exiled from their home land and driven into the Ice Steppe under threat of mass slaughter. Unaccustomed to the crippling cold and terrifying creatures, the journey was fraught with peril and death, with them losing a great number of their people within the first few months alone.<br/><br/>However it was during this terrible migration that various members of the group began to awaken to a mysterious power, an attunement with the elements, especially fire, more innate and primal than any learned magic. Using the wild energies burning in their blood they warded their bodies against the cold, and turned their flames against the wild beasts and hostile tribes that set upon them. Aided by this mysterious power, they were finally able to start adapting to the harsh bitterness of the Steppe, and through carefully arranged marriages they were able to spread their frenetic blood amongst the entire population in only a few generations. With their burning blood and fierce, weathered spirits, they were able to carve out a place for themselves along the Steppe, and quickly rose to become one of the most dominant groups in the region, no longer just a loose group of exiles, but a strong, united tribe.<br/><br/>It wasn't just by might alone that they flourished, however, for they had hailed from a modern, civilized kingdom, and thus had not fallen to savagery as the Orcs and Wild Elves had. Using their natural intelligence and charisma, the Ifritians were quick to introduce the concept of diplomacy to the Steppe. Early on they made peace with the native centaur clans, sharing the benefits of their fire in exchange for the centaurs' raw power and swiftness, allowing them to hunt bigger game and establish larger, safer settlements. The two societies quickly integrated with one another, sometimes even marrying between races, and their combined traits made them incredibly formidable in large scale conflicts. They didn't stop there though, for despite constant hostilities, the Ifritians would make many attempts to establish relations with the Orcs and Wild Elves, believing if the three most powerful factions could be united, then through their combined efforts the Steppe could be truly tamed. Anytime the three factions allied together throughout history, it was at the behest of the Ifritians, though cultural differences and in fighting meant these alliances only ever happened when faced with a significant shared threat, and would quickly break apart after said threat was no longer present.<br/><br/>Compared to their more "civilized" Tiefling cousins, the Ifritians are of a stronger, heartier stock. On average they grow much taller than normal Tieflings, and due to the physicality of their life styles have much more developed physiques. Not only are men and women significantly more muscular, but the women also possess more pronounced sexual characteristics: wider hips and thicker thighs to ensure safe birthing, hotter, wetter pussies to assist copulation in the cold environment, and larger, fattier breasts to provide the large volume of milk needed to compensate for the increased calorie expenditure their sturdy bodies and infernal powers require. They share the devilish skin tones of their cousins, though tend not to grow tails, the small appendages often lost to frost bite when they first migrated into the Steppe. Though this is made up for in their horns, which grow even larger and more magnificent than normal, in addition to being harder and sturdier. They are used as both tools and status symbols, men and women alike taking great pride in having larger, more shapely horns than their peers. It is not uncommon for those with larger horns to take a more dominant position in a relationship and during sex, regardless of how their personalities and other physical features might match up, and socially approaching someone with significantly smaller horns can be seen as aggressive and predatory, whilst approaching someone with significantly larger horns than your own is seen as particularly bold, though whether this boldness is bravery or stupidity depends on the individual.<br/><br/>Also while they may be by far the most civilized of the Steppe tribes, they aren't immune to the generations spent in the harsh, savage land. Compared to other major Steppe factions they are peaceful and level headed, often mistaken for soft even, but compared to most southern kingdoms their general disposition is quite wild and boisterous. They pray to no gods, have comparatively little care in regards to manners, and are terrifying to witness in battle, likely never to be mistaken for elegantly trained knights. Still despite that there is an unmistakable nobility in the way they carry themselves, and are almost disarmingly intelligent for an "uncivilized" people, taking to modern concepts and writings very quickly despite being deprived of most of them in their homeland. This is thanks to the original generations of Ifritians going through painstaking lengths to maintain their people's level of literacy, history, and academic knowledge. Their society maintains a shockingly thorough collection of records, inscribed on animal hides in the absence of paper, and Ifritian children are tutored in various essential subjects in the years before they are ready to start hunting, and a select few are picked to continue their studies even after that to become scribes for the tribe. The Ifritians also have a very animated charisma to them, and their communal culture naturally lend themselves to forming strong bonds with anyone they don't consider an enemy, due to it literally being a matter of survival in their homeland. They may seem brutish or undisciplined to the common eye, but make for loyal, doting companions, and approach celebration and revelry with the same ferocity as they do combat. It is rare to escape an Ifritian celebration without being filled to bursting with, and often<em>covered in</em>, food, drink, sexual fluids, or some combination of the three.<br/><br/>Edit: The song of her people (https://www.youtube.com/watch?v=2yIELWjG8Tc), originally chanted during the harsh migration across the Steppe, and repeated in solemn reverence at ceremonies or during particularly harsh trials. [/list]