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Goldmoon (Barbarian Princess)

I am Princess of the Que-Shu. Riverwind is my


guardian. We seek to discover the nature and use of
this staff that Riverwind found. Ever since I was a
young girl, I rejected the ancestor cults of my
people. I feel in my heart that the True Gods are
not gone, and that they simply wait for man to find
them. Some years ago, I commanded Riverwind to
seek the Forsaken Lands for signs of the ancient
gods. For many seasons I had no word, but then
Riverwind returned, bearing this staff. Father
looked at the staff and commanded it to do
something, anything. Nothing happened. In his
anger he declared the staff worthless and ordered
Riverwind to be put to death. The villagers set
upon him with stones, and I ran to his side. At that
moment the staff blazed with a brilliant blue light
and we found ourselves on the plains far west of the village. We do not know the true nature of this staff, but we
know that it holds the secrets of the old gods. We cannot return to our village until the staff has been delivered
to the right hands.

Blue Crystal Staff. (Quarterstaff +1), unique (requires attunement). May only be attuned with a
character of Good alignment.
Usually this staff appears to be a simple and unadorned wooden quarterstaff. But whenever its powers
are activated, the staff's true appearance is revealed; a single piece of carved blue crystal. It is
crowned with an ornamental headpiece resembling two crescent moons, connected back-to-back. A
flawless blue sapphire is inset in the head piece.
The Blue Crystal Staff holds 10 charges and regains charges at a rate of 1 charge per day. The wielder
of the Blue Crystal Staff may expend charges (as an action) to achieve the following effects:
1 Charges
Command, Cure Wounds, Healing Word
2 Charges
Lesser Restoration, Prayer of Healing
4 Charges
Mass Healing Word, Remove Curse
8 Charges
Greater Restoration, Mass Cure Wounds, Raise Dead

Goldmoon (Totem [Wolf] Barbarian 3)


Medium humanoid (human), chaotic good
Armor Class 15 (Shield, Unarmored Defense)
Hit Points 29 (3d12+3)
Speed 30 ft.
Initiative +2
STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 18 (+4)
Skills Knowledge Nature +3, Medicine +5, Perception +5, Perform (Singing) +6, Survival +5
Proficiencies Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Flute
Proficiency Bonus +2
Senses Passive Perception 15
Languages Common, Plainsfolk, Hill Dwarf
Experience 900
Danger Sense. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you cant be blinded, deafened, or incapacitated.
Rage (3). On your turn you can enter a rage as a bonus action, while raging you gain the following benefits (without
heavy armor): Advantage on Strength Checks and Strength Saving Throws, Bonus Rage damage to melee attacks using
Strength (+2), Resistance to Bludgeoning, Piercing and Slashing Damage, Can't Cast Spells. Lasts for 1 minute but ends
if you don't attack or take damage in a turn (can also end as bonus action).
Reckless Attack. When you make your first attack each turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls (using Strength) but attack rolls against you have advantage.
Healer (Feat). When you use a healers kit to stabilize a dying creature, that creature also regains 1 hit point. As an
action, you can spend one use of a healers kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit
points equal to the creatures maximum number of Hit Dice. The creature cant regain hit points from this feat again
until it finishes a short or long rest.
Totem (Wolf). While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet
of you that is hostile to you.
Unarmored Defense. While you are not wearing any armor, your AC equals 10+DEX+CON. You may use a shield and
still gain this benefit.

Attacks
Blue Crystal Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Equipment
Blue Crystal Staff +2. Versatile (1d8).
Sling
20 Bullets

Healer's Kit
Hunting Trap
Trophy

10gp
Wooden Flute
Explorer's Kit

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