The Ruins of Ristara
Chaotic Good Sand Elf Barbarian
Medium humanoid (elf), chaotic good
Armor Class 14
Hit Points 28 (2d12 + 4)
Speed 30 ft.
STR 16 (+ 3) DEX 14 (+ 2) CON 15 (+ 2) INT 11 (+ 0) WIS 13 (+ 1) CHA 13 (+ 1)
Skills Perception + 3
Senses passive Perception 13
Languages Common, Elf
Rage + 2 damage 2/day for 1 minute each
- You have Advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
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.
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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.
+ 1 greatsword: Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage
Feature Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Personality Trait: I am incredibly slow to trust. Those who seem fairest often have the most to hide.
Ideal Charity. I steal from the wealthy so that I can help those in need.
Bond My ill-gotten gains go to support my family.
Flaw When faced with a choice between money and my friends, I usually choose money.
Trinket A pyramid of sticky black incense that smells very bad.
History Aramir is a Sand Elf, and as one has lived a life of hardship. While his people have adapted to the desert, that doesn’t mean that his people aren’t suffering from poverty, disease, and malnutrition. As soon as he was able, he started hunting closer and closer to human lands. Eventually he started selling exotic desert hides and meats in the human markets. Soon, he realized he could help his people even more if he stole from the soft humans and smuggled his gains back out to the desert and his people. Mostly, he smuggle commodities such as grains, cheese, and fruits and vegetables. But he eventually moved on to weapons and medicines. He would bring to the city peyote and cactus tobacco which proved to be a big hit amongst the city dwellers.
As a sand elf, Aramir worships nature and ancestor spirits. He finds the human concept of gods humorous, knowing that his own people also receive divine favors from the lands, weather, and spirits of the past.