Last updated: 3/10/2025
PatonoLVL 3 Barbarian | Hit Dice: 3d12 HP: 50/50 | Prof: +2 Unarmored AC: 14 Armored AC: -- | Rage: 3/3 L | ||||||||
Strength 15 (+2) | Dexterity 9 (-1) | Constitution 20 (+5) | Intelligence 8 (-1) | Wisdom 15 (+2) | Charisma 9 (-1) | ||||||
Saving: 5 | Saving: -1 | Saving: 7 | Saving: -1 | Saving: 2 | Saving: -1 | ||||||
Athletics: 5 | Acrobatics: -1 | Arcana: -1 | Animal Handling:5 | Deception: -1 | |||||||
Sleight of Hand: -1 | History: -1 | Insight: 2 | Intimidation: -1 | ||||||||
Stealth: -1 | Investigation: -1 | Medicine: 2 | Performance: -1 | ||||||||
Nature: 1 | Perception: 2 | Persuasion: -1 | |||||||||
Religion: -1 | Survival: 5 | ||||||||||
Background: Outlander | Passive Perception: 12, Darkvision: 60ft | ||||||||||
Proficiencies: Light and Medium armor, shields, Simple and Martial weapons, Pan Flute Languages: Common, Giant |
Level Penalty: A character with a level penalty still increases their maximum hit points, number of Hit Dice and proficiency bonus as if they were a normal character of their chosen class. Your character gains their level 1 class abilities, but for each point of level penalty (1), they delay their access to their other class abilities for 1 level. You can not multiclass until their character level is 3 or higher.
Base Race: Zoanthrope appears as a member of another race (human), visually indistinguishable. In rare cases, aspects of their bestial nature will appear even in their humanoid form.
Ability score Increase: +2 con, + 2 str
Size: Medium. His height is 5’2ft.
Speed: 30ft
Age: 12/80 years old
Darkvision: 60ft
Heritage of war: damage reduction of 1 + (Character level/4) (1) to piercing, slashing, and bludgeoning damage. This reduction does not apply to damage from magical weapons.
Languages: Common
Beast Tongue: You can speak to and understand animals that fall into the family of their transformed race. (Ursine)
Lycanthropic Origins: At 4th level, they regain 1 HP at the start of each round, or every six seconds, while in their hybrid form. This healing cannot increase their HP to over half of their maximum (rounded down). This healing increases to +2 at 9th level and +3 at 14th level. This regeneration is halted for 1 hour if you have taken damage from silver.
Moonbane: You take 1 acid damage any time you touch silver with exposed skin. Silvered weapons deal an extra 1d6 acid damage to you. The damage from silvered weapons ignores all resistance or immunities you possess. Damage from silver also stops the healing from Lycanthropic Origins from functioning for 1 hour.
Zoanthrope Shifting: The process to change shape requires a bonus action. Until the start of your next turn, you can not take reactions as you shapeshift and the process is completed. While in the process of shifting, you retain all abilities and attributes of your previous form.
You can only maintain your hybrid form for a number of minutes = 10 x prof bonus. (20 minutes). For every minute over you gain one level of exhaustion. Every time you shift into your hybrid form it costs 1 minute of your total duration time. If you are knocked out or killed in your hybrid form, you revert back to human form.
You can remain in your beast form indefinitely.
Bloodline of the Moon: Changing forms is immediate, and does not take a turn to complete.
Bear Endurance: You gain +1 Max HP at 1st level and an additional +1 HP at each level after 1st.
Ursine Shapeshifting:
Hybrid: You gain advantage on all strength and Constitution saving throws. Your size becomes Large. You gain advantage on all Intimidation checks performed while in this form. You also gain a Claw and Bite attack. Your claw attack deals 1d6 slashing damage. Your Bite attack deals 1d8 piercing damage. You can use weapons and items in this form.
Bear: Your size becomes large. You can choose to only move half of the distance when being pushed or pulled. You have advantage on all Animal Handling checks involving other bears. You also gain a Claw and Bite attack. Your claw attack deals 1d6 slashing damage. Your Bite attack deals 1d8 piercing damage. You cannot use weapons or items that require fine motor skills while in this form, though you retain the benefits of any attuned items. Your attacks against creatures that are grappled by you or who are prone deal 1 dice category higher damage.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: Giant
Origin: Forester
Tough: Your hit point Maximum increases by twice your character level when you gain this feat. Whenever you gain a character level afterwards, your Hit Point maximum increases by 2 points.
Rage: 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. 3/long.
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.
Weapon Mastery: You gain two weapon mastery of two kinds of simple or martial weapons of your choice. You can change the weapon after a long rest.
You gain more weapon masteries in higher levels of this class.
Danger Sense: You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Reckless Attack: You can throw aside all concern for defense to attack with increased ferocity. 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.
Claw: Melee attack, 1d20 + 5, 1d6 + 2 Slashing
Bite: Melee attack, 1d20 + 5, 1d8 + 2 Piercing
*Note: If target is grappled increase Claw to 1d8 and Bite to 1d10 damage*
Rage bonus damage: +2
Dungeon Supplies
10 torches, (A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.)
50 feet of hempen rope (Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.)
Camping Supplies
Traveler's clothes,
Backpack
Bedroll,
Mess kit, (This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.)
Tinderbox (This small container holds flint, fire steel, an tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minutes.)
10 days of rations (Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.)
Waterskin (4 pints of liquids)
Money:
Copper:
Silver: 20
Gold: 55
Platinum:
I changed Patton’s name to Patono. (Pronounce Pa-toe-no) It’s cute and I love it.
Patono is 12 years old at the start of the main adventure. Cassius met Patono when he was 5.
History:
Patono comes from a species of people called Zoanthrope. Long ago the land was raged in war and these war-hungry people fought for honor and glory. Zoanthropes know little about peace as they are bred and raised for battle. But as war time came to an end, the Zoanthropes struggled to adapt. This unique species has a low birth rate as they can only reproduce with other zoanthropes of their particular subspecies. As generations went on, numbers dwell down.
Many Zoanthrope communities now live in their animal half’s natural environments and are extremely territorial to outsiders of their species. They spend most of their time in their animal form being one with nature. Because of this, hunters commonly mistake them for wild animals. Because of the Zoanthropes way of life, they will fight to the death as surrender is a show of weakness and is considered dishonorable.
Larger communities are able to hold their own, but smaller communities dwell more quickly and eventually die out if they can’t beat the intruders.
While Zoanthropes see Druids as less than them, the two communities value the same love of nature and so many Zoanthrope communities have alliances with Druid communities. Helping each other during their times of need.
Patono comes from a small Ursine community in the mountains. His home was invaded by the House of Reverent in their conquest to gather more land to expand their town. When the House stumbled onto the Zoanthrope’s community, they mistook it for a community of wild bears. Battle raged on for months as the Druids, who were already angry at the House’s expansion, tried to aid in the efforts to push them back.
But after hiring the help of more powerful wizards and rangers, the Zoanthropes were killed and the Druids had to retreat to fight another day. During this ongoing conflict, Patono, only five years of age, just mastering his ability to transform into a bear, did the most dishonorable thing of his clan and ran away from the fight.
Running as fast as he could up the mountain. He eventually got caught in a bear trap and cried out for help. That is when a Goliath came around and found a child attached to his trap.
Strength: Protective
Dexterity: Clumsy
Constitution: Energetic
Intelligence: Uninformed
Wisdom: Considerate
Charisma: Charming
Alignment: Chaotic Good, Patono does what he thinks is right to help people and is very bad at following rules he doesn’t like. He is Impulsive and Kind.
This is my life:
Patono knew his parents, was born in a cave in the mountains, was a single child, grew up with his father and mother before his community was attacked. Patono became an Outlander because he retreated deeper into the mountains when his home was attacked. Patono became a barbarian because of his devotion to his people and lifted him into battle, making him powerful and dangerous. He failed his family once, he will not fail Cassius.
Summary:
Patono is an energetic although clumsy child with a protective and compassionate nature. He values helping people foremost and protecting his new family from harm. He has a deep rooted guilt and shame from running away from his first fight and vows to never run again. Being a child, he’s not the most informed when it comes to rules or society standards. He also enjoys lying around in his bear form, often getting mistaken as Cassius’ pet by passing strangers.