Medium Humanoid (Elf), Chaotic Good
Armor Class 15 Unarmored Defense
Hit Points 31 (3d12 + 6)
Speed 35 ft.
STR
16 (+3)
DEX
17 (+3)
CON
15 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws STR +5, CON +4
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. Baru has advantage on saving throws against being charmed, and magic can't put her to sleep.

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, Bari dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, Bari gain the same benefit a human would from 8 hours of sleep.

Mask of the Wild. Bari can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Rage (2/Long Rest). As a bonus action, Bari can enter a rage. While raging, Bari gains the following effects: advantage on Strength checks and Strength saving throws, +2 to damage rolls, and resistance to bludgeoning, piercing, and slashing damage. The rage lasts 1 minute, until Bari becomes incapacitated, or if she does not attack or receive damage for one turn.

Reckless Attack. Bari can receive advantage on attack rolls made with Strength weapons during this turn. All attacks against Bari also receive advantage until the start of his next turn.

Danger Sense. Bari has advantage on Dexterity saving throws against effects she can see. Does not activate if she is blinded, deafened, or incapacitated.

Spirit Seeker. Bari can cast Beast Sense and Speak with Animals, but only as rituals.

Totem Spirit:

  • Eagle. While raging and not wearing heavy armor, other creatures have disadvantage on opportunity attacks against Bari and she can take the Dash action as a bonus action on her turn.
Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d12 + 3) slashing damage. 

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d4 + 3) piercing damage. 

Javelin x4. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: (1d6 + 3) piercing damage.

user-100641330

Comments

Posts Quoted:
Reply
Clear All Quotes