Mizuno Ometeotl
Mizuno Ometeotl
Sheet
AC 18 · HP 234 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresAction
- Extra AttackLevel 5
You can make two attacks instead of one when you take the Attack action on your turn.
Bonus action
- RageLevel 1
As a Bonus Action, enter a rage for up to 10 minutes if not wearing Heavy armor. While raging, gain resistance to Bludgeoning, Piercing, and Slashing damage, deal extra damage with Strength-based attacks, and have Advantage on Strength checks and saving throws. Rage ends early if incapacitated or if you neither attack nor force a saving throw during a turn.
- Persistent RageLevel 13
Your Rage lasts until the end of your next turn if you do not attack, force a saving throw, or take a Bonus Action to extend it. It also ends early only if you become Unconscious or choose to end it.
Reaction
- Intimidating PresenceLevel 10
When a creature within 60 feet fails a saving throw while frightened, you can use your Reaction to force it to repeat the saving throw, potentially turning the failure into a success.
Always on
- Unarmored DefenseLevel 1
While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Weapon MasteryLevel 1
You can use the Mastery property of two kinds of Simple or Martial weapons. You can change one selected weapon whenever you finish a Long Rest.
- Danger SenseLevel 2
You have Advantage on Dexterity saving throws unless you are Incapacitated.
- Reckless AttackLevel 2
You gain Advantage on attack rolls using Strength during your turn, but attack rolls against you have Advantage until your next turn.
- Fast MovementLevel 5
Your Speed increases by 10 feet while you are not wearing Heavy armor.
- Feral InstinctLevel 7
You have Advantage on Initiative rolls. If you are surprised at the start of combat, you can act normally if you enter your Rage before doing anything else.
- Brutal StrikeLevel 9
Once per turn, when you make an attack using Strength that deals damage, you can replace one extra Rage damage die with a Brutal Strike. The attack deals extra damage and you can apply one listed additional effect, such as Forceful Blow or Hamstring Blow.
- Relentless RageLevel 11
If you drop to 0 Hit Points while raging and do not die outright, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 Hit Point instead. The DC increases by 5 after each use and resets after a Short or Long Rest.
- Improved Brutal StrikeLevel 13
When you use Brutal Strike, you can use two different Brutal Strike effects instead of one, and the extra damage increases.
- Primal ChampionLevel 18
Your Strength and Constitution scores increase by 4, to a maximum of 25. These increases are reflected in the ability scores above.
- Epic BoonLevel 19
You gain an Epic Boon feat. Mizuno has taken Boon of Irresistible Offense, allowing his attacks to ignore resistance to Bludgeoning, Piercing, and Slashing damage and deal extra damage when he rolls a 20 on a weapon attack.
- FrenzyLevel 3
While raging, you can use Frenzy when you deal damage with a Reckless Attack. Once per turn, the attack deals extra damage equal to one Rage damage die. The extra damage can be dealt only once per turn.
- Mindless RageLevel 6
When you enter your Rage, you can frighten creatures of your choice within 30 feet that fail a Wisdom saving throw. The effect lasts until the end of your next turn, and a frightened creature can repeat the save at the end of each of its turns.
- RetaliationLevel 14
When you enter your Rage, you can gain temporary Hit Points equal to your Barbarian level. While raging, when a creature within 30 feet drops to 0 Hit Points, you can gain temporary Hit Points again without using an action.
- TraitAasimarCelestial Resistance, resistance to Necrotic and Radiant damage.
- TraitAasimarDarkvision, normal vision in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitAasimarHealing Hands, as a Magic action, touch a creature and restore Hit Points equal to your Proficiency Bonus. Usable a number of times equal to your Proficiency Bonus per Long Rest.
- Light Bearer, you know the Light cantripAasimarCharisma is your spellcasting ability for it.
- TraitAasimarCelestial Revelation, beginning at level 3, once per Long Rest or by expending a Hit Die, reveal your celestial nature for 1 minute. Mizuno uses Necrotic Shroud, gaining a Fly Speed equal to his Speed and causing nearby creatures to make a Wisdom saving throw or become Frightened. Once on each of his turns, one attack or spell deals extra Radiant or Necrotic damage equal to his Proficiency Bonus.
- Military RankSoldier
Mizuno retains the respect and practical privileges of his former military rank. Soldiers who recognize his service may offer shelter, information, or limited assistance, though they will not obey suicidal or obviously unlawful orders.
Spells
1 spellSpellcasting. Mizuno Ometeotl casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will):
Gear
11 itemsWeapons
- GreataxeA heavy two-handed martial axe, Mizuno's primary weapon.
- 4×HandaxeLight thrown martial axes kept for close-range attacks and emergencies.
- SpearA long reach weapon suitable for formation fighting and bracing against charges.
- ShortbowA simple ranged weapon issued during military service.
Armor
- Chain MailSturdy chain armor retained from his service. Mizuno normally fights without wearing it to benefit from Unarmored Defense.
Tools
- Gaming SetA set of carved wooden military gaming pieces used for dice and strategy games.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Healer's KitA compact kit containing bandages, salves, and basic medical supplies.
- Soldier's Pack and UniformA military cloak, insignia, and practical personal effects from his years of service.
Purse
- 29×Gold PiecesStarting currency from his barbarian and soldier equipment packages.
Appearance
Mizuno is a broad-shouldered aasimar man with warm bronze skin, heavy black hair worn in a loose knot, and pale gold eyes that brighten when his celestial power stirs. His white-gold wings appear only during Celestial Revelation, unfolding in a sudden flare of luminous feathers. Old campaign scars cross his arms, ribs, and jaw. He wears battered chain mail beneath a weathered crimson cloak, with a greataxe strapped across his back and four handaxes at his belt.
Mannerisms
Mizuno checks every doorway before sitting down, taps the haft of his greataxe three times before battle, and quietly counts wounded people under his breath. When someone asks about his wings, he changes the subject by offering them food.
Personality
Mizuno is blunt, warm-hearted, and difficult to intimidate. He dislikes ceremony but remembers every name spoken to him. Around strangers he seems severe, yet he is quick to share food, mend a strap, or stand watch through the night. He laughs loudly at bad jokes and becomes terrifyingly quiet when someone threatens civilians.
Ideals
No chain is sacred. A person who has the strength to resist cruelty has the duty to do so, even when the law, the army, or the gods say otherwise.
Bonds
He carries the cracked insignia of his old unit and will risk almost anything to protect its surviving members, especially the families of those who died in the mountain pass.
Flaws
He confuses freedom with refusing all advice, and when angered he would rather break a problem than admit he does not understand it. He is quick to challenge anyone who gives orders from a safe distance, even when obedience would save lives.
Quirks
Background
Mizuno Ometeotl was born in a frontier garrison where human soldiers prayed to a dozen gods and his celestial bloodline was treated as one more useful superstition. His mother served as a quartermaster, his father as a scout, and Mizuno grew up among marching songs, dented helmets, and arguments over rations. He learned early that an army survives through ordinary people doing unpleasant work without expecting songs about it. He became a soldier because he was strong enough to carry the wounded and stubborn enough to return for those left behind. His unit was betrayed during a retreat through a burning mountain pass. The officers ordered the survivors to abandon a village, but Mizuno disobeyed, leading a desperate countercharge that saved dozens of civilians and cost his unit its official victory. During the fighting, his celestial nature erupted for the first time. Radiance tore from his back, his eyes became suns, and every enemy who saw him hesitated long enough for the villagers to escape. The army called him unstable and quietly stripped him of command. Mizuno now travels as a wandering veteran, taking dangerous work on his own terms. He still protects soldiers, refugees, and anyone who reminds him of the people he could not save, but he refuses to kneel before banners that demand obedience without responsibility.
“His mother served as a quartermaster, his father as a scout, and Mizuno grew up among marching songs, dented helmets, and arguments over rations.”
- Background
- Soldier
Connections
Species
Aasimar
Media
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