Tanya Timbervulf Character in Aietherhall | World Anvil
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Tanya Timbervulf

Tanya Timbervulf

Half Orc Race
Dark Forest Origin
Beast Barbarian 10 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 21
+5
Dexterity 14
+2
constitution 20
+5
intelligence 10
+0
wisdom 12
+1
charisma 11
+0
Total Hit Dice 9
Hit Die
1d12+5
+4 proficiency bonus
+8 Strength
+2 Dexterity
+8 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+9 Athletics
+0 Deception
+0 History
+0 Insight
+4 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige
4
Attunement Slots
18
Armor Class
145
Hit Points
+2
Initiative
40
Speed
Attacks
Athletics, Perception, Martial
Vehicle Proficiency - Sailing
Orc, Common
Light armor, medium armor, shields
Simple weapons, martial weapons
Proficiences
a greataxe, two handaxes, An explorer's pack and four javelins, 15GP, pot,
3x Healing Potion
Foldable Boat (broken :( )
Immovable Rod

x2 Potion of greater healing
Potion of Giant's Size
-When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
  • Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
  • When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.

  • Potion of Investiture of Flame

    Bracers of the Jaguar (Tanya)
    Wonderous - Bracers - Very Rare - Attunement
    These golden bracers, adorned with layers of spotted fur and three glowing green gems, are worn by the fearsome jaguar warriors. The wearers tasked with defending temples against intruders and wild animals.
    -The Sun's Protection. Once per day you can speak the command word of your choosing and summon forth jaguar spirits to protect you, casting the spell spirit guardians. (Save DC 14)
    After you use this feature you cant use it again until the next dawn.
    -Protector's Blessing. While attuned to this item you gain the following.
    - +1 AC
    - +1 attack and damage bonus to unarmed strikes
    -Can deal radiant or slashing damage (your choice) when making unarmed strikes

    Ring of Cryotherapy
    Ring - Very Rare - Attunement
    "The cold here is silent, there its an unending torrent of sound. The sound of death approaching." - Traveler to the Empty slopes
    -Cryothearpy. As an action the attuned creature can cover itself or a willing creature within 5ft with ice and frost. The creature inside remains in this state for up to a minute or until you remove the effect, if used on an ally you must remain within 5ft and touching the creature for the duration chosen. While in this state the creature can take no actions except to uncover themselves from the ice. While in this state the creature within the ice regains 1d6+6 hp at the beginning of each turn after being put into the ice. While in this state the creature is immune to all physical and cold damage and is resistant to all other magical damage. Any effect currently on the creature under the ice is held. During this time any time remaining on the effect is paused until they are no longer in the ice. ie. magical effects, class abilities (rage, auras, haste.), these effects do no damage or effect the creature until they are no longer under ice. You can use this ability once per long rest.
    -Made for the cold. While attuned to this item you are resistant to cold damage and have advantage on any effect that relates to cold weather or effects.
    -Frozen Solid. Your CON score increases by 1. You lose this benefit when you unattune from this item.

    Ring of Evasion
    Ring, rare (requires attunement)
    This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

    Cloak of Billowing
    Wondrous item, common
    While wearing this cloak, you can use a bonus action to make it billow dramatically.

    Girdle of the Ape (Elias)
    Wonderous item - Belt - Rare - Attunement
    "We reject our humanity and return to apes!"
  • Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are undaunted by neither lofty heights nor lethal foes.
  • Tree Bound Skill. While wearing this girdle you have a climb speed of 30 feet.
  • Apes Strong Together. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.
  • Equipment
    The Mad Man
    Stat Array
    Mark of the Knight
    +2 Str score cap
    20 years old
    7 1/2ft tall
    240 lbs
    2 insight?
    In love with Leesha

    Shapechangers form
    +2 Strength, +1 constitution
    When raging you transform into a partial werewolve, while transformed all your weapons and equipment can be used as normal as anything too small is transformed into you.
    Your unarmed strikes deal 1d8's.
    Your rage now lasts a number of hours equal to your constitution modifier and ends early if your knocked unconscious.

    Lust of the hunt
    When you rage you must make a DC10 Wisdom saving throw or lose control. In this state you will attack all creatures nearby. Prioritizing non player characters first before Player characters. Additional if a character is considered helpless, as in a noncombat, they wlll be prioritized. During a full moon this saves DC is 20.

    Transformation boon: Hunter's Howl
    While in your hybrid form, you can use a bonus action to let out a loud howl and mark a creature within 60 feet as your prey. A creature remains marked this way for 1 hour, or until it dies. While a creature is marked as your prey, you gain the following benefits:
  • Whenever you hit the marked creature with a melee attack, you deal an additional 1d6 damage. This damage is the same type as the attack.
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to track your prey.
  • You may use this feature a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses of this feature upon a short or long rest.

    Transformation Flaw: Silver Sensitivity
    You have developed a debilitating sensitivity to silver. While in your Hybrid or Kindred form, you have vulnerability to silvered weapons. In addition, you cannot have resistance to attacks made with a silvered weapon.

    Slasher
    Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
    When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
    Menacing. You gain proficiency in the Intimidation skill.
    Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
    Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

    Rage, +2 damage -3 uses
    During Rage, pick one
    Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

    Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

    Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

    Danger Sense
    At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 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
    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.

    Extra Attack
    Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

    Fast Movement
    Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

    Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

    Beastial Soul
    Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

    You gain a swimming speed equal to your walking speed, and you can breathe underwater.
    You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

    Feral Instinct
    By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
    Additionally, if you are surprised at the Beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

    Resilient Wis - Proficient in wis saves

    Brutal Crit

    Infectious Fury
    At 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

    The target must use its reaction to make a melee attack against another creature of your choice that you can see.
    Target takes 2d12 psychic damage.
    You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
    Class/Racial Features & Traits

    Half-Orc Part Lycan barbarian, outlander kind of.

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