Dimitra Adamos
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Dimitra Adamos

Player Character

Dimitra Adamos, or Dimi for short, was born in Gendos as the youngest and only girl of Ajax and Ilya Adamos' four children. Her family were miners, much like the rest of the town, and she spent her childhood constantly in the shadow of her elder brothers, which likely contributed to her tomboyish and headstrong personality. However by her late teenage years she had, despite her smaller size and the gender stereotypes of females of her race, far surpassed both of her brothers and even her own father in terms of sheer physical strength, motivated by both jealousy of her siblings and a potent mix of societal pressure and her resentment of her father.

An argument with her father as she planned to leave the village in her mid teens turned sour when he forced her eldest brother Darius to fight her, leading to Darius' accidental death. Ajax deliberately made it seem like Dimitra did it intentionally, and her mother stood by and did nothing as her only daughter was exiled from the village. Dimitra bounced around from tavern to tavern for the next few years, taking jobs, performing small tasks to help people, and occasionally starting bar fights when some drunkard attempted to get a bit handsy. In her early 20s, she decided that work as a hired sword was for her, and apparently this has done rather well for her for the past few years. 

Upon being hired by Afzal Jabbar, she finds herself working closely with Xil Wrenlow, Uechi and Blanca. While she (at least outwardly) finds the three of them extremely annoying at first, she rapidly gains a deep respect for Uechi's efforts to overcome his race's violent nature, and becomes rather attached to Blanca thanks to the young Dryad's cheerful nature. She also finds a kindred spirit in the form of Erastos Ironhoof, another outcast of her race who she develops feelings for despite a sizeable age gap, and the two begin a relationship which leads to her settling down in Redpride. She also forms an unlikely friendship with Wretch "Shadowborn", the brother of Zibrust, after saving his life when he is kidnapped.

She was present at the final duel between Afzal and Zibrust, thus being witness to both their deaths as well as those of Coldtoothand Xil, as well as actively involved in the death of Hervok and the ascension of Wretch as Chief of both Tribe Threefinger and Tribe Thundersteel

Following the events of A Gathering Storm, she and Erastos marry and have a son named Darius Ironhoof after her brother. She still resides in Redpride, having given up the life of a wandering mercenary and now working in the village forge.

Type
Player Character

Race
Minotaur

Age
30

Gender
Female

Pronouns
She/Her

Appearance

Fur Colour
Brown with white patches

Eyes
Yellow

Distinctive Features
In exceptionally good shape for a female Minotaur with a much thinner figure and very well-defined muscles; horns are sharpened unusually for female Minotaurs

Orientation
Heterosexual

Mannerisms
Dimitra tends not to call people by their real names as her interpretation of strength makes her think that affection is a sign of weakness thanks to her father, and thus her obsession with being seen as strong makes it so she refuses to get attached to people.
She usually wears a chest binder, though this is not to do with any gender identity and more to do with practicality, as being a female Minotaur her large bust would get in the way during physical activity otherwise and makes it very difficult to fit into armour.
Having taught herself Common (her mother tongue is Centaur), she often has difficulty with pronouncing particularly long or complex words.

Personality
Growing up in a strict and abusive family setting and in a culture with strong gender roles as a Minotaur, Dimitra while not evil is openly misanthropic, nihilistic and aggressive. She is also a misotheist, believing strongly that the gods do not care about mortal lives and that they are not deserving of worship. She is obviously not devoid of positive emotions, but tends not to show them as she (due to her upbringing) feels that they are a sign of weakness.
However, her upbringing has also made her militantly feminist, with her entirely willing to inflict grievous bodily harm upon anyone seen as oppressing women. She also has a soft spot for children as they are, in her words, "untainted by the way of the world yet", and has a strong sense of personal morality, even if it is often heavily skewed and occasionally even contradictory.

Unorganised

Barbarian - Class

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Greataxe or (b) any martial melee weapon
  • (a) two Hand Axes or (b) any simple weapon
  • An explorer's pack and four Javelins

 

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense

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

 

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

 

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage.

Subclass - Ancestral Guardian

Subclass - Battlerager

Subclass - Beast

Subclass - Berserker

Subclass - Juggernaut

Subclass - Raging Fortress

Subclass - Storm Herald

Subclass - Totem Warrior

Subclass - Wild Soul

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

 

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

 

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

 

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.