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Player Character Basics: Acoma
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Ability Scores:
Str |
18 |
+4 |
Int |
10 |
+0 |
Dex |
12 |
+1 |
Wis |
14 |
+2 |
Con |
16 |
+3 |
Cha |
10 |
+0 |
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Skills, Senses, Languages:
Saving Throws: |
Str +6 Con +5 |
Skill Proficiencies: |
Ath +6, Stl +3, Perc +4, Surv +4 |
Tools and Kits |
Tools and Kits |
Senses: |
PassivePerc 14 |
Languages: |
Languages |
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Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Tomahawk +1 |
+7 |
2d6 +5 |
Slashing |
Melee |
Weapons |
|
|
|
|
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Feats:
Flurry of Blows. |
1Ki. After Attack Action, make two unarmed strikes as a Bonus Action |
Patient Defense |
1Ki. Take Dodge Action as a Bonus Action |
Step of the Wind |
1Ki. Take Disengage or Dash Action as a Bonus Action |
Deflect Missiles |
Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current). 1Ki. Return caught ammo with attack |
Tracker |
Details. Advantage on Survival checks to track creatures. Hunter’s Mark spell once daily. |
Two-As-One |
Acoma’s Tomahawks are intended to be used two-handed. Dmg is 2d6 as long as both weapons are held during attack. AC +1 when using both. |
Spirit Ravens |
Thrown weapon, DC15 Spirit Check (1d20 +Proficiency Bonus) If Raging, roll with Advantage. On Success, the striking weapon is accompanied by a three spirit ravens (Magic Missle spell attack) – additional 3d4+3 Force Dmg. |
Spirit Elements |
Melee weapon, DC15 Spirit Check (1d20 +Proficiency Bonus). If Raging, roll with Advantage. On Success, the strike is accompanied by a spell attack which automatically succeeds. Roll 1d4 to determine spell
1d4 |
Spell Effect (Cantrips) |
1 |
Lightning from above strikes (1d8 Lightning) Shocking Grasp |
2 |
A frigid beam of blue-white light strikes (1d8 Cold) Ray of Frost |
3 |
A beam of crackling energy strikes (1d10) Eldritch Blast |
4 |
A burning mote of fire strikes (1d10) Fire Bolt |
… |
Spirit Beast |
While Raging, if a Critical Hit is scored, roll a Spirit Check (1d20 +Proficiency Bonus). DC is 15. On Success, The Spirit of a Displacer Beast bursts out spectacularly from your body and attacks the nearest enemy (Within 40ft) and then fades.
Multiattack. The displacer beast makes two attacks with its Tentacles. Melee Weapon reach 10 ft. Attack: +6 2d6 + 4 Force damage.
After fading, the Spirit Beast leaves you with the effects of the Blur spell for 1 min. |
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Magic:
Recoiler Tomahawk |
This pair of Tomahawks provide a magical +1 bonus to Attack and Dmg rolls. When thrown, the Tomahawks magically returns to the throwing hand. |
Hide Armor +3 |
Acoma wears enchanted Hide Armor made from the skin of a Displacer Beast. AC 15 +Dex |
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Items Inventory:
The things in the pack and on the back
Item Name |
Description and Quantity |
“To the waters and the wild with the fey, hand in hand, For the world’s more full of weeping than you can understand.”
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PC: Acoma Lo’zen
Acoma is from the Green Folk humans of Maztica. She is a Barbarian Spirit-Caller
Level 04
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Description:
Acoma is five and a half feet tall with straight black hair down the length of her back. Her skin is deep brown and her eyes glassy-blue. She wears a patchwork hide armor made of the skins of Displacer Beasts. Her muscular build is apparent even beneath the displacer hide. She carries two unusual handaxes called tomahawks which are adorned with black raven feathers.
[ImageLink]
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Combat Tactics:
Acoma primarily fights with melee tactics but is also deadly at short range with her throwing axes. She doesn’t cast spells in combat, at least not specifically, but the spirits might. When she is swinging or throwing her tomahawks, there is a possibility that the spirits will join her attacks.
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Roleplaying:
Acoma is not accoustomed to talking with others. She has spent enough time alone surviving in the wild forests of the Feywild that she is near-feral in her social interactions. She is often just quiet, exceedingly quiet, disarminingly quiet – at least until danger arises… then she surprisingly thunderous in her battle yells.
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Objective(s):
Acoma is seeking to be restored to her younger brother, Irio.
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Motivations and Temptations:
Acoma is motivated to survive, she has done little else after all. We do not yet know much about her temptations.
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Relationships:
Acoma has her brother Irio, and the spirits of the wild. The people of her home in Maztica are long gone.
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Characteristics:
Traits:
Ideals:
Bonds:
Flaws:
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Background:
Acoma and her brother Irio were in a small handcrafted boat in the Sea of Azul – the waters between The House of Tezca and Far Payit – when the Spellplague happened 106 years ago. The lands around them shook so intensely it was as if they were caught in a massive vibration. The electric-blue wave crashed over the world and their land was gone. (Swept away to Abeir). Acoma and Irio, however, did not go with their world… they dropped into a bizarre jungle where colors where intensely vibrant and the growth of nature unrestrained. Music filled this new world. They wandered about in delight before realizing the danger they were actually in. They survived together in this strange new reality for about three years in their experience. Then, about a year ago, they were seperated and Acoma has been seeking her brother ever since.
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References:
Links out to sources about character class, race, etc.
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Subclass Path of the Spirit Caller
Barbarians of the Green Folk of Maztica are trained from an early age to recognize and revere the spirit world. As they develop skill and experience, the spirit world comes to their aid. Feywild magic is the spirit magic utilized by the creatures of the Feywild.
Unlike Arcane magic, Feywild magic does not rely on one’s own soul so much as one’s connection with the natural world. Masters of the Feywild hear the call of the spirits and heed them, and in return are granted power from the spirits in a symbiotic relationship.
Spirit-Calling (also sometimes referred to as “evocation”) is the act of calling upon the spirits. Those who can call upon the spirits are capable of great feats such as creating a wave of water from a spring, or calling forth flame spirits to burn away an enemy.
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Spirit Bolt (Tier 1)
When the Barbarian successfully attacks with a bow, roll a Spirit Check (1d20 +Proficiency Bonus) . If Raging, roll with Advantage. DC is 15. On Success, the striking arrow is accompanied by a three spirit ravens (Magic Missle spell attack) which appear out from the arrow itself while it travels to its target doing 3d4+3 Force Dmg.
(At Tier 2, equivalent of Spell at 2nd level)
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Spirit Blade(Tier 1)
When the Barbarian successfully attacks with a bladed weapon (tomahawk), roll a Spirit Check (1d20 +Proficiency Bonus). If Raging, roll with Advantage. DC is 15. On Success, the striking blade is accompanied by a spell attack which automatically succeeds. Roll 1d4 to determine spell
1d4 |
Spell Effect (Cantrips) |
1 |
Lightning from above strikes (1d8 Lightning) Shocking Grasp |
2 |
A frigid beam of blue-white light strikes (1d8 Cold) Ray of Frost |
3 |
A beam of crackling energy strikes (1d10) Eldritch Blast |
4 |
A burning mote of fire strikes (1d10) Fire Bolt |
(At Tier 2, choose Level Evocation Spells)
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Spirit Beast (Tier 1)
While Raging, if a Critical Hit is scored, roll a Spirit Check (1d20 +Proficiency Bonus). DC is 15.
On Success, The Spirit of a Displacer Beast bursts out spectacularly from your body and attacks the nearest enemy (Within 40ft) and then fades.
Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) Force damage.
After fading, the Spirit Beast leaves you with the effects of the Blur spell for 1 min.
(At Tier 2, choose either another beast or multiple Displacer Beasts)
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FeatName (Tier 2)
Feat Description
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FeatName (Tier 2)
Feat Description