Medium Undead (Human), Chaotic Good
Armor Class 16 Unarmored
Hit Points 104 (10d12 + 44)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +8
Skills Athletics +7, Nature +3, Perception +3, Survival +3
Damage Vulnerabilities Radiant
Senses Darkvision 60, Passive Perception 13
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

---Vampire Features---
Shapechanging Forms:
- Bat (25% Max HP cost)
- Wolf (50% Max HP cost)
- Mist (75% Max HP cost)
Blood Skills: Blood Frenzy
Sunlight Vulnerability:
- Radiant damage and disadvantage in direct sunlight

---Class Features---
Rage, Unarmored Defense, Reckless Attack, Danger Sense, Primal Path (Path of the Berserker), Extra Attack, Frenzy

—Rage— 9 times per day: bonus damage to melee weapon attacks, and resistance to bludgeoning, piercing, and slashing damage. While raging, a barbarian cannot cast or concentrate on spells, and the rage lasts for up to one minute. —rage damage— +3

—Reckless Attack— throw aside their concern for defense to attack with fierce determination. When they make their first attack on their turn, they can decide to attack recklessly. Doing so grants them advantage on melee weapon attack rolls using Strength during that turn, but attacks against them have advantage as well until their next turn.

—Danger Sense— a barbarian gains an uncanny sense of danger. They have an advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the barbarian cannot be blinded, deafened, or incapacitated.

—Primal Path— is all about embracing the chaos of battle and tapping into a primal fury. Berserkers can enter a frenzied rage, making them relentless combatants.

—Frenzy— choose to go into a frenzy. While in a frenzy, the barbarian can make a single melee weapon attack as a bonus action on each of their turns after this one. This bonus attack continues until the frenzy ends. However, when the frenzy ends, the barbarian suffers one level of exhaustion.


---Equipment---
- Greataxe
- Handaxe x 4
- Explorer's Pack
- 2 x Vials of Noctisanguis Sap
- Hunting Trap
- A trophy from an animal you killed
- Traveler's Clothes

Actions

—Multiattack— if you take the attack action you attack twice. +3 to melee attack damage if raging

—Two-Handed Great Axe— Range 5ft To hit +8, 1D12 +8 slashing damage

—Thrown Hand Axe— Range 20/60 ft to hit +8, 1D6 +8 slashing damage

—Blood Frenzy— The barbarian taps into their vampiric nature, gaining an extra 1d8 necrotic damage on each of their next three melee attacks. This bonus does not stack with multiple uses of Blood Frenzy. The HP cost of this skill is not halved by rage. • Blood Cost: 10 HP

—Vial of Noctisanguis Sap—
Potion, As an action when you drink this dark, viscous sap, you regain 20 hit points.

 

Bonus Actions

—Vampiric Bite— As a bonus action, You can make a bite attack against a willing or incapacitated creature. It deals 1d6+0 piercing damage and heals you for the same amount.

—Vial of Noctisanguis Sap— Potion, As a bonus action when you drink this dark, viscous sap, you regain 4d4 + 4 hit points.

 —Two-Handed Great Axe— if you take the attack action, and you are in a frenzied rage, you can use your bonus action to make a attack with your great axe, Range 5ft To hit +8, 1D12 +8 slashing damage

 

Description

In the mystical town shrouded in perpetual night, a wanderer of unknown gender arrived, their past a tapestry woven from the threads of chance and destiny. Their journey to this peculiar town was marked by serendipity and random occurrences, a story as mysterious as the town itself.

This enigmatic traveler preferred they/them pronouns, embracing the fluidity of identity. Their appearance was a blend of masculine and feminine features, reflecting the ever-shifting nature of the town. With lustrous obsidian hair and eyes as deep as the night sky, they moved through the town with an aura of enigma.

Their arrival in the town had been unscripted, a twist of fate that led them to one of the vampiric covens. The details of their path to the town remained a secret, known only to them. But their presence brought with it a promise of change and unity in a place where diversity thrived.

Within the town's complex web of covens, this traveler forged connections that transcended the boundaries of their own coven. They formed friendships and partnerships that spanned the various factions, becoming an emissary of camaraderie between the ruling families. Their identity was a symbol of unity.

Embracing the untamed spirit within, they chose the path of the barbarian. With the mountains as their witness, they harnessed the primal energy of the wild, unleashing their inner tempest in the name of harmony. In the perpetual night, they carved their identity as a symbol of unity, blending seamlessly with the diverse tapestry of the town, a testament to the ever-unfolding mysteries of the shadows.

Habitat: Urban

DarrenOliverKay

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