Last updated: 3/10/2025

Cassius

LVL 2 Barbarian Totem Warrior

Hit Dice: 2d12

HP: 28

Prof: +2

Unarmored AC: 14

Armored AC: 14

Rage: 2/2

Strength 16

(+3)

Dexterity 16

(+3)

Constitution 14

(+2)

Intelligence 12

(+1)

Wisdom 14

(+2)

Charisma 8

(-1)

Saving: 5

Saving: 3

Saving: 4

Saving: 1

Saving: 2

Saving: -1

Athletics: 5

Acrobatics: 3

Arcana: 1

Animal Handling: 2

Deception: -1

Sleight of Hand: 3

History: 1

Insight: 2

Intimidation: -1

Stealth: 3

Investigation: 1

Medicine: 4

Performance: -1

Nature: 1

Perception: 4

Persuasion: -1

Religion: 3

Survival: 4

Background: Hermit

Passive Perception: 14

Tool Proficiencies: Herbalism, Cook’s Utensils, simple and martial weapons, Light and Medium armor, shields

Languages: Common, Giant, Common Sign Language

Fighting

Moves/Actions

Bonus Actions

Rage (2/2):

Treats (2/2):

Reaction

Stone’s Endurance (2/2): Roll d12 + Con to reducing incoming damage. Regained on long rest.

Passive Aid

Mountain Born: Resistance to cold damage.

++++++++++++++++++++++++++++++++++

Race: Goliath (2014)

Size. You are Medium. 7’6”

Speed. Your walking speed is 30 feet.

Age: 22/“less than a century”. (Ages like humans)

Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.

Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Background: Hermit

Ability Score Increase: choose one to be a +2 and one to be a +1 (2 DEX, 1 CON)

Skills: Medicine, Religion

Tools: Herbalism kit

Feat: Chef

Items: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

Feat: Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

Class: Barbarian

Rage LVL1: 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:

The Rage lasts until the end of your next turn, and ends early if you don heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. 2/long.

Unarmored Defense LVL1: 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.

Weapon Mastery LVL1: You gain two weapon mastery of two kinds of simple or martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

You gain more weapon masteries in higher levels of this class. (LVL4: 3 weapons, LVL10: 4 weapons)

Danger Sense LVL2: 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.

Reckless Attack LVL3: When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Primal Knowledge LVL3: You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

LVL 4 Ability Score Improvement: You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Extra Attack LVL5: You can attack twice instead of once whenever you take the Attack action on your turn.

Fast Movement LVL5: Your speed increases by 10 feet while you aren’t wearing Heavy armor.

Subclass: Totem Warrior

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

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.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Spirit Walker

At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Spells

Beast Sense

Source: Player's Handbook

2nd-level divination (ritual)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Speak with Animals

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Equipment:

Dungeon Supplies

Camping Supplies

Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

Weapon Supplies

Money:

Copper:

Silver:

Gold: 50

Platinum:

Important Info:

Crafting Rules (using Herbalism Kit, etc)

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

Food and Water

Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.

Food

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.


Cassius’ Recipe Book

The Chef feat gives Cass two helpful abilities. I call these Meals and Treats for simplicity (there are some things that are technically not meals. But for Cassius’ Meal/Treat ability, they are divided into one or the other based on if they can last 8 hours or not).

Treats are made on a long rest (max = Cass prof), can be stored up to 8 hours, and can be consumed as a bonus action for temp HP equal to Cass’ prof. Meals can be made on a short rest and feed up to 4 + Cass’ prof. Meals give an extra 1d8 to those who consume it and are rolling hit die.

Also note: Cassius prefers to use a Dakota fire hole for cooking.

Berry Bars (Treats)

Dried Meat (Treats)

Stew (Meal)

Teas (Meal)

There are many teas, here’s some options.

Steamed Fish (Meal)

Cassius developed a special technique to cooking fish. After scaling and gutting it, he puts the fish on a plate with seasonings and covers it with a wood bowl. It comes out much juicier than simply roasting it over an open fire.