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C'tith

Half-Elf · Barbarian (Path of the Totem Warrior) · Level 7 · Outlander

C'tith

C'tith is blunt, tactile, and intensely observant.
AC12
HP75/75
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 75 · 40 ft.
AlignmentChaotic NeutralGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Greataxes,
Handaxes,
Javelins,
Improvised weapons, at the DM's discretion

Tools

Leatherworker's tools,
One musical instrument, drum

Languages

Common,
Elvish,
Orcish

Features

16 features

Always on

  • RageLevel 1

    When Bonus action

    Enter a battle frenzy that grants advantage on Strength checks and saves, bonus melee damage, and resistance to bludgeoning, piercing, and slashing damage for up to 1 minute.

  • Extra AttackLevel 5

    When Attack action

    Make two melee weapon attacks as part of the Attack action.

  • Reckless AttackLevel 2

    When First attack on his turn

    Gain advantage on Strength-based melee attacks this turn, while attacks against C'tith have advantage until his next turn.

  • Bear's Endurance

    When While raging

    While raging, gain resistance to all damage except psychic damage.

  • Unarmored DefenseLevel 1

    While not wearing armor, C'tith's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can still use a shield and gain this benefit.

  • Primal PathLevel 3

    C'tith chooses the Path of the Totem Warrior and gains the 3rd-level Bear Totem feature.

  • Danger SenseLevel 2

    C'tith has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He does not gain this benefit while blinded, deafened, or incapacitated.

  • Fast MovementLevel 5

    His speed increases by 10 feet while he is not wearing heavy armor.

  • Feral InstinctLevel 7

    C'tith has advantage on initiative rolls. If surprised at the start of combat, he can act normally on his first turn if he enters his rage before doing anything else.

  • Totem Spirit, BearLevel 3

    While raging, C'tith has resistance to all damage except psychic damage.

  • Aspect of the Beast, BearLevel 6

    C'tith gains the physical power of the bear. His carrying capacity, including maximum load and maximum lift, is doubled, and he has advantage on Strength checks made to push, pull, lift, or break objects.

  • TraitHalf-ElfDarkvision, can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put C'tith to sleep.
  • TraitHalf-ElfSkill Versatility, proficiency in two skills, Sleight of Hand and Stealth.
  • TraitHalf-ElfLanguages, Common, Elvish, and one extra language, Orcish.
  • WandererOutlander

    He has an excellent memory for maps, terrain, and natural landmarks, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Gear

10 items

Weapons

  • Greataxe
    A massive two-handed axe with a broad, slightly curved blade.
  • 2×
    Handaxe
    Light throwing axes balanced for close-range combat.
  • 4×
    Javelin
    Long-shafted spears suitable for throwing or hunting.

Tools

  • Leatherworker's Tools
    His personal leatherworking kit, including punches, needles, waxed thread, rivets, cutters, awls, and conditioning oil.

Gear

  • Explorer's Pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Animal Trophy
    A carved animal tooth, antler fragment, or claw from a significant wilderness kill.
  • Staff
    A sturdy leather staff used for travel, tent support, and occasionally demonstrations of authority.
  • Hunting Trap
    A metal trap and chain used to catch small or medium creatures.
  • Traveler's Clothes
    Rugged clothing suitable for long journeys through unsettled lands.

Purse

  • 10×
    Gold Pieces
    The coin carried from his wandering years and early trade.

Appearance

C'tith is a broad-shouldered half-elf with warm brown skin, long black hair braided with brass rings, and pointed ears decorated with small leather cuffs. He wears layered black and oxblood leather, reinforced with soft fur and practical metal studs, all handmade and meticulously maintained. His amber eyes are alert and animal-like, and his expression shifts quickly from distant amusement to dangerous intensity. Within moments of meeting someone, he is likely to check a strap, tighten a buckle, or smooth a piece of leather without realizing he is doing it.

Mannerisms

Before speaking, C'tith pauses for a slow breath through his nose, as though scenting the room. He frequently checks buckles and leather straps while listening, and his voice becomes quieter, not louder, when he is truly angry.

Personality

C'tith is blunt, tactile, and intensely observant. He prefers honest discomfort to polite deception and treats craftsmanship as a form of meditation. He is protective of people who clearly communicate their needs and boundaries, but he has little patience for manipulation, entitlement, or anyone who confuses cruelty with strength. In unfamiliar places he seems aloof and predatory, yet around trusted companions he can be playful, unexpectedly gentle, and fascinated by tiny details such as stitching patterns, unusual knots, and the sound of rain on leather.

Ideals

Freedom. No person, institution, tradition, or god has the right to own another person's choices. Trust matters because it is given, never because it is demanded.

Bonds

He will cross any distance to protect the old wanderer who taught him how to return from the wild. He also guards his first handmade leather collar, a symbol of trust given freely and never surrendered.

Flaws

He mistakes intensity for honesty and becomes restless when life grows comfortable. Once he decides someone has betrayed his trust, he is prone to severing the relationship completely rather than risking vulnerability. His feral instincts also make civilized rules feel optional, especially when he believes the rules are foolish.

Quirks

Names every major leather project and becomes offended if someone damages it.
Collects unusual buckles, clasps, cords, and polished animal teeth.
Sleeps lightly and prefers the floor or a bedroll near an exit.
Sniffs unfamiliar food before eating it.
Compliments excellent craftsmanship even when it belongs to an enemy.

Background

C'tith was born between worlds, the son of an elven caravan scout and a human tanner who never stayed in one settlement for long. He grew up learning to read weather, tracks, and people, but leather became his first true language. He learned to cure hides, braid cords, shape harnesses, and make carefully fitted gear for travelers, hunters, and consenting adults who preferred their pleasures wrapped in craftsmanship and trust. To C'tith, leather is not merely clothing. It is protection, ritual, restraint, freedom, and proof that something rough can be transformed by patient hands. Years spent beyond settled roads taught him to live by instinct. During one particularly brutal winter, his caravan was attacked by raiders and scattered across the wilderness. C'tith survived alone among wolves and frozen ravines, eating what he could catch and speaking to no one for months. When he finally returned to civilization, he had become feral, watchful, and dangerously comfortable with violence. An old wanderer helped him rediscover speech and community, while a solitary bear taught him that strength need not mean obedience to anyone's rules. Now C'tith travels as a leather worker, hunter, and wandering barbarian. He seeks experiences intense enough to make him feel alive, but still carries a deep respect for boundaries, chosen trust, and the people who helped him become human again.

“He grew up learning to read weather, tracks, and people, but leather became his first true language.”
From their backstory
Background
Outlander

Connections

Species

Half-Elf

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