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Aruvadan Hoshigawa - AI-generated fantasy Character

Aruvadan Hoshigawa

Dragonborn · Barbarian (Path of the Berserker) · Level 5 · Outlander

Aruvadan Hoshigawa

I am observant, direct, and patient in unfamiliar surroundings.
AC10
HP36/36
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 36 · 30 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

Tools

None

Languages

Common,
Draconic

Features

15 features

Bonus action

  • RageLevel 1

    When Bonus action

    As a bonus action, enter a rage. Gain advantage on Strength checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, and a bonus to melee weapon damage using Strength. You can rage three times per long rest.

  • Frenzy

    When Bonus action after entering a rage

    While raging in a frenzy, make one melee weapon attack as a bonus action on each subsequent turn. When the rage ends, gain one level of exhaustion.

  • Primal Path, Path of the BerserkerLevel 3

    You gain the Berserker primal path. When you enter a rage, you can choose to enter a frenzy. If you do, you can make a single melee weapon attack as a bonus action on each subsequent turn while raging. When the rage ends, you suffer one level of exhaustion.

Always on

  • Extra AttackLevel 5

    When Attack action

    Make two attacks when taking the Attack action.

  • Reckless AttackLevel 2

    When First attack on your turn

    Choose to attack recklessly for advantage on Strength-based melee attacks this turn. Attacks against you have advantage until your next turn.

  • Breath Weapon

    When Action

    Exhale destructive energy in a 15-foot cone. Creatures in the area make a DC 11 Dexterity saving throw, taking 2d6 damage on a failed save or half as much on a successful one. Usable once per short or long rest.

  • Unarmored DefenseLevel 1

    While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. You cannot benefit from this feature while blinded, deafened, or incapacitated.

  • Mindless RageLevel 6

    You have advantage on saving throws against being charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you are not wearing heavy armor.

  • TraitDragonbornDraconic Ancestry, choose one draconic ancestor and gain the associated damage resistance and breath weapon damage type. Aruvadan's ancestry is copper, granting acid resistance.
  • TraitDragonbornBreath Weapon, exhale destructive energy in a 15-foot cone. Creatures make a DC 11 Dexterity saving throw, taking 2d6 acid damage on a failed save or half damage on a success. Usable once per short or long rest.
  • TraitDragonbornDamage Resistance, resistance to acid damage.
  • TraitDragonbornDraconic language, you can speak, read, and write Draconic.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers natural sources.

Gear

9 items

Weapons

  • Greataxe
    A massive two-handed martial melee weapon used for powerful sweeping strikes.
  • 2×
    Handaxe
    Light thrown martial melee weapons, useful as backup weapons or hunting tools.
  • 4×
    Javelin
    Simple spears suitable for throwing or close combat.

Tools

  • Staff
    A seasoned walking staff used for travel and marking trails.

Gear

  • Explorer's pack
    A sturdy pack containing bedroll, cookware, rope, tinder, rations, and other adventuring necessities.
  • Hunting trap
    A metal trap used to catch small and medium beasts.
  • Trophy from a slain animal
    A carved mountain goat horn, kept as a reminder of the wilderness that raised him.
  • Traveler's clothes
    Rough but durable clothing suited to long travel and changing weather.

Purse

  • 10×
    Gold pieces
    The starting currency retained from the Outlander background.

Appearance

A broad-shouldered copper-scaled dragonborn with dark bronze horns, pale amber eyes, and a long muzzle marked by a narrow scar across the left cheek. His scales are weathered and dulled by years of wind, rain, and travel. He wears layered hides over practical road clothes, carries a heavy greataxe, and keeps a small animal tooth tied to a cord around his neck.

Mannerisms

Aruvadan studies exits, weather, and nearby high ground whenever he enters a new place. He often pauses before answering, as if listening for distant birds. When anger rises, he rolls one shoulder, bares his teeth slightly, and speaks in an unnervingly calm voice before the rage breaks through.

Personality

I am observant, direct, and patient in unfamiliar surroundings. I prefer listening to boasting, and I become unexpectedly gentle around frightened animals or lost travelers. I enjoy ordinary comforts, especially hot broth, dry bedding, and the sound of rain against a roof.

Ideals

Freedom. No road, lord, law, or custom has the right to own a person's spirit. Those who live under the open sky must protect their freedom by protecting one another.

Bonds

I carry the last surviving token of my clan's winter camp, and I will find the people responsible for its destruction. I also feel responsible for anyone who becomes lost or helpless in the wild.

Flaws

I trust the instincts of the wilderness more than the testimony of civilized people. When cornered or humiliated, I can mistake escalation for courage and regret my choices only after the danger has passed.

Quirks

Names every campfire before leaving it, usually after a bird or mountain.
Keeps small stones from important journeys in separate sewn pockets.
Refuses to waste edible food, even when it is poorly prepared.
Touches the dragon tooth at his neck when someone mentions a lost home.

Background

Aruvadan grew up among a scattered dragonborn hunting clan that followed the high valleys and deep pine forests beyond the settled roads. His people measured adulthood by the ability to cross a season of wilderness without wasting food, losing a companion, or mistaking fear for wisdom. Aruvadan learned the paths of elk, wolf, and mountain storm, but he was never a quiet hunter. When danger came, something fierce woke behind his ribs, and the clan elders taught him to turn that fury toward protecting the group rather than denying it. Years ago, a winter fire drove his clan from its usual range. While guiding survivors through unfamiliar country, Aruvadan found an abandoned road leading toward the lowlands. He remained there after the others returned north, carrying messages, guarding caravans, and learning the habits of towns that seemed to him as strange as foreign beasts. He now travels as an outlander by choice, seeking the people who profited from the destruction of his clan's winter grounds. He does not speak of revenge as a plan. He calls it a direction, the way a river has a direction even when the traveler cannot yet see the sea.

“His people measured adulthood by the ability to cross a season of wilderness without wasting food, losing a companion, or mistaking fear for wisdom.”
From their backstory
Background
Outlander

Connections

Species

Dragonborn

Media

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