Guthric, Barbarian (Totem Warrior), Level 3 Medium Humanoid (Longtooth Shifter), Neutral Good Armour Class 14 (Shield+Armor) Damage Resistance 4 Wounds 18 Vigour 35 (3d12+6) Speed 30 ft. Proficiency +2 STR 14 (+2), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 15 (+2), CHA 10 (+0) Saving Throws Str +4, Dex +4, Advantage on Dex vs. Effects that can be seen (while not incapacitated, unconcious, blind, or deafened) Skills Animal Handling +6(E), Athletics +4, Intimidation +4, Nature +4, Perception +4, Survival +4 Sub-Skills Tracking (Trained), Trapping (Trained) Proficiencies Land Vehicles, Alchemist's Supplies, Drums, Light/Medium Armor, Shields, All Weapons Damage Resistances Physical (Raging) Senses Darkvision 60ft., Passive Perception 14, Passive Investigation 9, Passive Insight 12 Languages Irish, Northumbrian Feats/Features Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses & Fierce You have proficiency in Perception (Keen Senses) and Intimidation (Fierce) Durable (Campaign Feat) Increases Constitution Score by 1 to a maximum of 20. When your roll a Hit Die to regain Hit Points, the minimum number equals twice your Constitution Modifier (+6) Animal Handler (Background) Wisdom increases by 1. Gain proficiency in Animal Handling, or expertise if already proficient. You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. 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. 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. Danger Sense 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. Spirit Seeker 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. Totem Spirit - Wolf At 3rd level when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Wolf: 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. Actions Shifting As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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 (+2). 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 (2), you must finish a long rest before you ca n rage again. Attacks Langseax: Atk +4, Dmg 2d4+2 Hunter's Bow: Atk +4, Dmg 1d6+2, Range 80/320 Longtooth Shifted Attack (Bonus): Atk +4, Dmg 1d6+2 Background: Outlander Origin Hunter-Gatherer Trait I was, in fact, raised by wolves. // I watch over my friends as though they were a litter of newborn pups Ideal The natural world is more important than all the constructs of civilization Bond My pack is the most important thing in my life, even when they are far away Flaw I am slow to trust members of other races, tribes, societies. Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and freah water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Equipment Shield Langseax Warrior's Bow w/ 60 arrows Mastercraft Leathern Jerkin (Breastplate, 3 DR) Leather Tunic (1 DR, Soak Piercing) Explorer's Pack ( Staff, Hunting Trap, Wof Pelt Cloak, Traveler's Clothes (Background)