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Iceheart the Bheur Hagblood Barbarian

Aug 8th, 2022 (edited)
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  1. Old Iceheart, the Bheur Hagborn, and Totem Warrior Barbarian.
  2. Chaotic Neutral-Good
  3.  
  4. Her body is marked both by tattooed tales of survival and victory over the harsh cold wilds, and the marks of monster hunters, who hunt down the dreaded Bheur Hags who prey on travelers and isolated villages. Each tells of a different survival against all odds, against a world that considers you its enemy. This is the irony of her life; both outcast by Hags and Humans, she lives on her own in the wilderness, hunting on the icey plains, and swearing not to hunt humanoids, but instead lead them to the remains of her kills -- a mess of red on white, sundered flesh by iron claws, and broken bones sapped of marrow. This service has granted her the nickname "Benevolent Bear" by travelers and locals. Others call her "The White Walker" in a more cautious tone.
  5.  
  6. Old Iceheart is marked by the Polar Bear. In her younger years, she fought off a great polar bear that threatened her cave. They fought tooth and nail, both nearly dying, before Iceheart entered a Rage and consumed its heart, skinned its hide, and feasted for weeks, allowing her to regain her constitution, and changing her. Her iron claws have turned black, blunt, curved, and have become massive -- mighty rending weapons (1d6 + Strength Modifier cold damage).
  7. Her totem is not a trinket, but the flesh she dined on, and the fur she now wears (15.0lb clothes).
  8.  
  9. She is 6'4" and 200lbs. She wears stolen and salvaged male and (rarely) large female clothing, favoring practicality and security. She is pale in complexion, hair, and eyes. She has large retractable claws like a bear's, on humanoid hands capable of normal human crafts and tasks.
  10.  
  11. Though in her youth she spent plenty of time among humans, her Hag ancestry brought the attention of local monster hunters, who blamed her for local disappearances. She is herself unsure whether or not she is responsible, as she loses all memories of her Rage, after a Rage. Her Hag nature also draws her to create conflict to feed on, often petty, but in her youth she would drive humanoids to do terrible things to garner attention from her falsely beautiful form. In truth she speaks largely in deception, making half-promises, making all things about herself, and taking pleasure in chaos. While she chooses not hunt humanoids, feasting instead off of beasts, fish, and rarely vegetation, fungi, and fruit, she does so for typically selfish reasons -- preferring to be seen as a force of nature, rather than a monster. She may help you, fight to the death for you even, but the intents and plans of Hags can only be known by them.
  12.  
  13. Perhaps it is because she is lonely, as all Hags and Humans are fundamentally social creatures. Hags do not favor large groups, as they are all too selfish, but they thrive in groups of threes. As such, she may grow fond of two specific individuals that she is close to, and will try to impress them to gain their favor. Still, she has spent many years in isolation, which has caused her already twisted mind to ravel in on itself, causing her to speak mysteriously, expectantly, or even in riddles and rhymes. She may mutter to herself in Sylvan, then return to common with the same accent, not catching herself or caring to catch herself. As much as she has isolated herself, she is part Hag, and Hags have a way with ideas and words, and a way with people.
  14.  
  15. If she truly can bond with others, perhaps an adventuring party, who knows what will happen when the adventure ends -- or rather, how she will delay the end to keep her companionship
  16.  
  17. In the afterlife, which she acknowledges but delays, she is likely to be a petitioner of Ysgard, in Asgard, roaming to the coldest battlefield and decimating battlefields before feasting on their frozen corpses. If they do not have corpses in the afterlife, she wonders, then why should she die now? Only in the Material Plane and its mirrors can she feast. But if there are corpses in the afterlife, she has a plan too! She has taken the effort to learn Giant, and hopes to slay the mightiest Frost Giants and feast upon their elementally cold corpses -- but with their permission only. She thinks, perhaps, she will finally have a coven of her own with two Giant Mages, or even other Hags who like her who are mad, but not cruel.
  18.  
  19. She has attempted to access her latent magic nature her entire life. Found by a family of turnip farmers, her exact origins are unclear. Perhaps a Bheur Hag played a prank on the family, or the father was unfaithful, or he or even the mother made some dealing. She does not know. She was kicked out at 15 after two years of harsh, localized winters. The turnips would not seed, and if they could they would not take. Her mother and father fought, her fully human siblings got thin, and she took sick pleasure in it. This was obvious to everyone, as she is an obvious person. Whatever her origin, she left, ill-prepared, and typically worked around other towns as a fur trader -- trading hunted skins for food and lodging. Her above average strength and constitution was already apparent, but her intent way of watching and listening set her apart the most. She was not the wisest, as she was and still is an impulsive young adult, but her wisdom was alien.
  20.  
  21. She understood things in ways no one else did. Found rhymes and patterns that did not belong yet still fit. Sought to consider the inversion, then the inversion of the inversion, of all things and concepts. And as her Hag nature came further and further to the forefront, she began to come to alien realizations about her nature. Perhaps she knew she was a Hag as soon as the changing, but such a possibility did not seem possible to her, and she could never mention such a thing to her parents. In these earliest adult years, she realized what was possible was impossible. What was up was down, if one thought, believed, willed, wished, persuaded, or perceived it as such. She found evil repulsive, as it did not allow her to experience the world as all it could be, not only what it seemed to be.
  22.  
  23. Her magic often manifested itself in minor ways. She was always used to the cold, she even liked it. She even preferred her meat raw and frozen, something others knew to be done only out of desperation, and to be impossible for most humanoids. At night, she was often found rubbing furs, chewing leather, mumbling rhymes and making geometries with bones, or even finding a creature, snapping its neck, and scrying its organs. Whatever benefit this had, she seemed to always know the direction to water -- and a corpse.
  24.  
  25. Her magic was learned through direct study of the natural world, often through haruspicy, bloodletting, and divination through skin and bones. Despite this, her access to actual spells or spell-like abilities are limited due to her upbringing, instead, magic-seeming happenstances coalesce around her, both good and evil. She hopes to hone her magical instincts into actual spells. She is drawn to other magic users, and magic items, and especially Hags. She has never met a Hag, and is even afraid of them, but imagines she could hold her one against one alone. She understands the power a coven brings, that magic offers, and even what gods offer. She admires the Cat Lord, and reveres all cats she meets.
  26.  
  27. But eventually her tendencies drove away all that would take her, and as her hunger for desperation grew, so did her claws, and she had to know what it was like to be alone. She spent several years first living in rough shelters, then caves and even deep in the snow. She fought the Polar Bear in one of these caves, where she finally "fed" as a Hag off of the desperation for survival she and Bear felt. After it was dead, she inspected its mighty organs, piercing them with her claws, and feeding off them. She took the Polar Bear's fur, something she could never afford as a fur trader, and feeling not only sustained but truly nourished both mentally and physically by the encounter, she spent years alone in the wild hunting down a fight to match that one.
  28.  
  29. Eventually she ran out of competition and, out of desperation, she enters town as an adventurer or mercenary -- whoever keeps her busy. This is where she meets [PARTY MEMBERS].
  30.  
  31. Her totemic cloak has the following properties:
  32. Vicious Hide of the White Walker
  33. Clothes (Uncommon)
  34. Weight: 15.0 lbs
  35. Cost: ---
  36.  
  37. Potential enhancement at later levels (requires attunement/story events/great hunts):
  38. At 5th Level: When entering a Rage, the raging Barbarian emits an aura of oppressive cold. All enemies within 30ft of the raging Barbarian must succeed on a DC 15 CON saving throw, or succumb to the cold and have their movement speed halved while within the aura.
  39.  
  40. At 10th Level: While on cold terrain, you blend into landscape, your step is sure, and you move with ease. You have advantage on DEX checks and saves, and you grip into the cold itself, making Difficult Terrain cost no additional movement, and allowing you to climb and swim (you are immune to this cold) at no additional movement.
  41.  
  42. At 15th Level: When you raise the bear-head hood of the cloak, you become an apex predator. Gain advantage on WIS and INT checks for hunting/tracking, and gain advantage when attempting Intimidation.
  43.  
  44. At 20th Level: You have become one with your primal rage. You may expend a Rage use as an Action to transform into a massive Dire Polar Bear, remaining in this form for as long as the Rage lasts, and under the same conditions (i.e, at 20th level, if you are incapacitated, you transform back). Your natural weapons attacks take on the damage type, but no other properties, of the weapon you had in your primary hand upon activating a Rage this way.
  45.  
  46. Desirable Magic Items:
  47. http://dnd5e.wikidot.com/wondrous-items:eldritch-claw-tattoo
  48.  
  49. Braed's Cage
  50.  
  51. https://www.dndbeyond.com/magic-items/4594-bracers-of-defense
  52.  
  53. https://www.5esrd.com/gamemastering/magic-items/magic-items-by-other-publishers/magic-items-legendary-games/bearskin-cape/
  54.  
  55. https://www.dandwiki.com/wiki/OGC:Dire_Bear_Mask_(5e_Equipment)
  56.  
  57. Half-hag Traits
  58.  
  59. Tall and lanky, born from hags who bed mortal men. At least they still retain minor qualities of their hag mothers.
  60. Ability Score Increase. Your Charisma score increases by 2, and your WIS score increases by 1.
  61. Age. Half-hags physically mature by age 18 and usually live at least a century but not much past it.
  62. Alignment. Half-hags, unless they actively fight against their nature, find themselves to be of an evil alignment and even those that do resist find themselves to be more neutral than good.
  63. Size. Good aligned half-hags find themselves to be as varied as humans in height and weight, while neutral and evil hags find themselves to be taller and heavier by quite a bit. Your size is Medium.
  64. Speed. Your base walking speed is 30 feet.
  65. 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.
  66. Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  67. Illusionary Appearance. At the end of a long rest you may change your appearance as per the disguise self spell which lasts until your next long rest. This effect ends if you lose any hit points, stand under the light of a full moon or if you choose to end it as a bonus action.
  68. Languages. You can speak, read, and write Common and one additional language of your choice. Half-hags will usually learn the primary or secondary language of the society they grew up in or learn the language of their hag parent. Sylvan for green hags, Abyssal for night hags, and Aquan for sea hags.
  69. Subrace. Pick a subrace based on which type of hag you were born from. The options are Green Hag, Night Hag, and Sea Hag.
  70.  
  71. Bheur Hag
  72.  
  73. Drawn to the cold, Half-Bheur Hags are always prepared for the wintery lands that they were born to inherit. These children are often very pale, with hair as silver as a warrior’s blade, and a hunger similar to their mother’s. While some may see their appearance as beautiful, others will often look at them as if they were a corpse discovered on the mountaintops. Just as their mothers, Half-Bheur Hags are often drawn to acts of desperation in the cold. It’s up to them, however, to decide wether they’ll help those in need or just sit back and watch.
  74.  
  75. Polar Constitition. Your +2 CHA racial bonus becomes +2 CON if you are Neutral or Evil, reflecting your deformed body.
  76. Icy Walk. Difficult terrain made up of ice or snow doesn’t cost you extra movement.
  77. Cold Heart. You have resistance to Cold damage, and are suited to cold environments.
  78. Icy Touch: your unarmed strike and natural weapon (claws) attacks deal Cold damage.
  79. Sickening Feast. As an action, you can choose a corpse no older than 1 hour (unless it is deemed frozen) within your movement range and feast upon it. By doing so, you gain temporary hit points equal to 1d4 + your Constitution Modifier, and all creatures within 30 feet that can see you must make a Wisdom saving throw or become frightened until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. This ability is usable once per long rest, and it recharges after a long rest.
  80. Bheur Hag Blood. Your creature type is both Humanoid and Fey.
  81.  
  82. Abilities at 1st Level:
  83. STR: 14
  84. DEX: 13
  85. CON: 17
  86. INT: 10
  87. WIS: 13
  88. CHA: 8
  89.  
  90. Leveling:
  91.  
  92. 4th: takes feat Wild Side (+1 DEX)
  93.  
  94. 8th: takes feat Wild Fury (+1 CON)
  95.  
  96. 12th: takes feat Elemental Adept (Cold)
  97.  
  98. 16th: takes +2 STR
  99.  
  100. 19th: takes +2 CON
  101.  
  102. Abilities at 20th Level:
  103.  
  104. STR: 20
  105. DEX: 14
  106. CON: 24
  107. INT: 10
  108. WIS: 14
  109. CHA: 8
  110.  
  111. Subclass Options:
  112.  
  113. 3rd: Bear (Polar Bear)
  114. 6th: Bear
  115. 14th: Bear
  116.  
  117. Natural Weapons:
  118.  
  119. Claws: 1d6 Cold DMG, STR weapon, proficient, dualwield.
  120. With Wild Side: now 1d8 Cold DMG, and also finesse/light weapons.
  121. With Wild Fury: now 1d10 Cold DMG.
  122.  
  123. Ritual Book:
  124. Whole sealskin cover (extremely soft), with an intriguing clasp lock made out of part of a jaw. Poor quality vellum pages, of uneven and odd sizes. It is a large tome of 128 pages. Contains:
  125. At 4th Level, when scribed in: Speak with Animals, Beast Sense.
  126. At 4th Level: Alarm, Find Familiar
  127. At 4+th Level: Wizard Rituals, scribed into the book from a Wizard's spellbook.
  128. At 10th Level: Commune With Nature.
  129. Additional Rituals:
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