<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Kryztofs version 1 WIP</div><div class="spoiler_body"><strong>Kryztofs</strong><br/><em>Tiefling (half-hag) barbarian (totem warrior) (haunted one) 4, neutral</em><br/><strong>Armor Class</strong>17 (Shield)<br/><strong>Hit Points</strong> 45 (4d12 + 12)<br/><strong>Speed </strong>30 ft.<hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT   </strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td><div align="center">15 (+2)</div></td><td><div align="center">14 (+2)</div></td><td><div align="center">16 (+3)</div></td><td><div align="center">8 (-1)</div></td><td><div align="center">10 (+0)</div></td><td><div align="center">14 (+2)</div></td></tr></tbody></table><hr/><strong>Saves</strong> Str +4, Con +5<br/><strong>Skills</strong> Athletics +4, Perception +2, Persuasion +4, Survival +2<br/><strong>Damage Resistances</strong> fire<br/><strong>Senses</strong> darkvision 60 ft., passive Perception +2<br/><strong>Languages</strong> Common, Infernal, one more exotic<hr/><em>Features and Proficiencies</em><br/><em><strong>Proficiencies. </strong></em>Light and medium armor, shields, simple weapons, martial weapons<br/><em><strong>Rage (3/long rest).</strong></em> 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:<ul class="bbc_list"><li>You have advantage on Strength checks and Strength saving throws.</li><li>When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.</li><li>You have resistance to bludgeoning, piercing, and slashing damage.</li></ul>If you are able to cast spells, you can’t cast them or concentrate on them while raging<br/>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.<br/><em><strong>Unarmored Defense. </strong></em> 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/><em><strong>Devil’s Tongue.</strong></em> You are an 4th-level spellcaster. Your spellcasting ability is Charisma (Spell save DC 12, +4 to hit with spell attacks). You know the following spells.<br/><br/>Cantrips: <em>vicious mockery</em><br/>2nd level (1/day): <em>charm person</em><br/><br/><em><strong>Heart of Darkness.</strong></em> Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.<br/><em><strong>Reckless Attack.</strong></em> Starting at 2nd level, you can throw aside all concern for defense to attack with fierce <br/>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/><em><strong>Danger Sense.</strong></em> You have advantage on Dexterity saving throws against effects that you can see, sue h as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.<br/><em><strong>Spirit Seeker.</strong></em> You can cast the beast sense and speak with animals spells as rituals.<br/><em><strong>Totem Spirit.</strong></em><br/><em>Wolf.</em> While you're raging. your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.<br/><br/>ACTIONS<hr/><em><strong>Battleaxe.</strong> Melee Weapon Attack:</em> +4 to hit, 5 ft. reach, one target. <em>Hit:</em> 1d8 + 2 slashing damage or 1d10+3 slashing damage and AC 15 when used with two hands.<br/><em><strong>Handaxe.</strong> Melee or Ranged Weapon Attack:</em> +4 to hit, 5 ft. reach or range 20/60 ft., one target. <em>Hit:</em> 1d6 + 2 slashing damage. If Viktor is wielding two hand axes, he may make attack with one as bonus action dealing 1d6 slashing damage.<br/><em><strong>Javelin.</strong> Melee or Ranged Weapon Attack:</em> +4 to hit, 5 ft. reach or range 30/120 ft., one target. <em>Hit:</em> 1d6 + 2 piercing damage.<br/><br/><strong>Additional Equipment</strong><br/>a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. 50 feel of hempen rope, a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches, a set of common clothes, and one trinket of special significance, 5 gp<br/><br/><strong>Age </strong>20<br/><strong>Height </strong>5’10”<br/><strong>Weight </strong>170 lbs.<br/><strong>Eyes </strong>orbs of sparkling green<br/><strong>Skin </strong>very pale and tinged with blue, as if extremely cold<br/><strong>Hair </strong>black, worn long and straight<br/> <br/><strong>Haunting</strong><br/>A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.<br/> <br/><strong>Personality</strong><br/>I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. I don’t talk about the thing that torments me. I’d rather not burden others with my curse.<br/><br/><strong>Ideals</strong><br/>I like to know my enemy’s capabilities and weaknesses before rushing into battle.<br/><br/><strong>Bonds</strong><br/>There’s evil in me, I can feel it. It must never be set free.<br/><br/><strong>Flaws</strong><br/>I talk to spirits that no one else can see. </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Kryztofs version 2 WIP</div><div class="spoiler_body">xxx</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Viktor version 1 WIP</div><div class="spoiler_body"> <strong>Viktor</strong><br/><em>Half-orc Fighter (Eldritch Knight) (Haunted One), Neutral good</em><br/><strong>Armor Class</strong> 18 (chainmail, shield)<br/><strong>Hit Points</strong> 40 (4d10 + 12)   <strong>XP </strong>2700-ish<br/><strong>Speed </strong>30 ft.<hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td><div align="center">16 (+3)</div></td><td><div align="center">12 (+1)</div></td><td><div align="center">16 (+3)</div></td><td><div align="center">14 (+2)</div></td><td><div align="center">10 (+0)</div></td><td><div align="center">10 (+0)</div></td></tr></tbody></table><hr/><strong>Saving Throws </strong>Str +5, Con +4<br/><strong>Skills </strong>Arcana +4, Athletics +5, Intimidation +2, Perception +2, Religion +4<br/><strong>Senses </strong>darkvision 60 ft., passive Perception 12<br/><strong>Languages </strong>Common, Orc, Infernal<hr/><em>Features and Traits</em><br/><strong><em>Proficiencies. </em></strong>Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons.<br/><strong><em>Dueling Fighting Style. </em></strong> When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br/><em><strong>Second Wind (1/short or long rest). </strong></em>On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.<br/><em><strong>Menacing. </strong></em>You have proficiency in Intimidation.<br/><em><strong>Relentless Endurance (1/long rest). </strong></em>When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead.<br/><em><strong>Savage Attacks.</strong></em> When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it lo the extra damage of the critical hit.<br/><em><strong>Heart of Darkness.</strong></em> Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.<br/><em><strong>Action Surge (1/short or long rest). </strong></em>On your turn, you can take one additional action on top of your regular action and a possible bonus action.<br/><em><strong>Spellcasting. </strong></em>You are a 4th-level spellcaster. Your spellcasting ability is Intelligence (Spell save DC 12, +4 to hit with spell attacks). You have the following wizard spells prepared.<br/>Cantrips: <em>firebolt, prestidigitation</em><br/>1st level (3/day): <em>burning hands, chromatic orb, shield, Tenser’s floating disk</em><br/><em><strong>Weapon Bond. </strong></em>You can't be disarmed of that weapon unless you are incapacitated. lf It is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.<br/> <br/>ACTIONS<hr/><em><strong>Longsword. </strong>Melee Weapon Attack: </em>+5 to hit, 5 ft. reach, one target. <em>Hit:</em> 1d8+5 slashing damage or 1d10+3 slashing damage and AC 19 when used with two hands.<br/><em><strong>Handaxe. </strong>Melee or Ranged Weapon Attack: </em>+5 to hit, 5 ft. reach or range 20/60 ft., one target. <em>Hit: </em>1d6+5 slashing damage.<br/><em><strong>Fire Bolt. </strong>Ranged Spell Attack:</em> +4 to hit, range 120 ft., one target. <em>Hit: </em>1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.<br/> <br/><strong>Additional Equipment</strong><br/>a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches, a set of common clothes, and one trinket of special significance<br/><br/>Age 20<br/>Height 5’8”<br/>weight 170 lbs<br/>eyes green<br/>skin tanned<br/>hair black<br/> <br/><strong>Haunting</strong><br/>Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.<br/> <br/><strong>Personality</strong><br/>I can stare down a hell hound without flinching. I face problems head on. A simple, direct solution is the best path to success.<br/><br/><strong>Ideals</strong><br/>Live and Let Live. Ideals aren't worth killing over or going to war for.<br/><br/><strong>Bonds</strong><br/> Those who fight beside me are those worth dying for.<br/><br/><strong>Flaws</strong><br/>I have an insatiable desire for carnal pleasures.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Viktor version 2 WIP</div><div class="spoiler_body"> <strong>Viktor</strong><br/><em>Half-orc (Caliban) barbarian (haunted one) 4, neutral</em><br/><strong>Armor Class</strong> 15<br/><strong>Hit Points</strong> 45 (4d12 + 12)  <strong>xp</strong> 2700ish<br/><strong>Speed</strong> 30 ft.<hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong> STR</strong></div></td><td><div align="center"><strong> DEX </strong></div></td><td><div align="center"><strong> CON </strong></div></td><td><div align="center"><strong> INT </strong></div></td><td><div align="center"><strong> WIS </strong></div></td><td><div align="center"><strong> CHA </strong></div></td></tr><tr><td><div align="center"> 16 (+3) </div></td><td><div align="center"> 14 (+2) </div></td><td><div align="center"> 16 (+3) </div></td><td><div align="center"> 10(+0) </div></td><td><div align="center"> 12 (+1) </div></td><td><div align="center"> 10 (+0) </div></td></tr></tbody></table> <hr/><strong>Saving Throws</strong> Str +5, Con +5<br/><strong>Skills</strong> Athletics +5, Intimidation +2, Perception +3, Religion +2, Survival +3<br/><strong>Senses</strong> darkvision 60 ft., passive Perception 13<br/><strong>Languages</strong> Human, Orc, Infernal<hr/><em><strong>Proficiencies. </strong></em>Light and medium armor, shields, simple weapons, martial weapons, <br/><em><strong>Rage (3/long rest).</strong></em> 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:<ul class="bbc_list"><li>You have advantage on Strength checks and Strength saving throws.</li><li>When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.</li><li>You have resistance to bludgeoning, piercing, and slashing damage.</li></ul>If you are able to cast spells, you can’t cast them or concentrate on them while raging<br/>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.<br/><em><strong>Unarmored Defense. </strong></em> 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/><em><strong>Menacing. </strong></em>You have proficiency in Intimidation.<br/><em><strong>Relentless Endurance (1/long rest). </strong></em>When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead.<br/><em><strong>Savage Attacks.</strong></em> When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br/><em><strong>Heart of Darkness.</strong></em> Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.<br/><em><strong>Reckless Attack.</strong></em> Starting at 2nd level, you can throw aside all concern for defense to attack with fierce <br/>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/><em><strong>Danger Sense.</strong></em> You have advantage on Dexterity saving throws against effects that you can see, sue h as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.<br/><em><strong>Frenzy.</strong></em> You can go into a frenzy when you rage. lf you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends. you suffer one level of exhaustion (as described in appendix A).<br/><br/>ACTIONS<hr/><em><strong>Greataxe.</strong> Melee Weapon Attack:</em> +x to hit, 5 ft. reach, one target. <em>Hit:</em> 1d812 + 3 slashing damage.<br/><em><strong>Handaxe.</strong> Melee or Ranged Weapon Attack:</em> +5 to hit, 5 ft. reach or 20/60 ft. range, one target. <em>Hit:</em> 1d6 + 3 slashing damage. If Viktor is wielding two hand axes, he may make attack with one as bonus action dealing 1d6 slashing damage.<br/><br/><strong>Additional Equipment</strong><br/>a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches, a set of common clothes, and one trinket of special significance<br/><br/>Age 20<br/>Height 5’8”<br/>weight 170 lbs<br/>eyes green<br/>skin tanned<br/>hair black<br/> <br/><strong>Haunting</strong><br/>Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.<br/> <br/><strong>Personality</strong><br/>I don’t run from evil. Evil runs from me. And I refuse to become a victim, and I will not allow others to be victimized.<br/><br/><strong>Ideals</strong><br/>I’m a monster that destroys other monsters, and anything else that gets in my way.<br/><br/><strong>Bonds</strong><br/>There’s evil in me, I can feel it. It must never be set free.<br/><br/><strong>Flaws</strong><br/>I assume the worst in people. At least the nobles.</div></div><br/>I think I'm going with either Kriztofs version 1 or Viktor 2. Any ideas on an alternate, non-animal spirit that would work like wolf?