Ryla YarjeritBackgroundOrigin: Hunter-Gatherer (Never knew city life)
Personality Trait: I have a lesson for every situation, drawn from observing nature. (Raised by the bear fae, unknown to their intentions, abandoned to be picked up by an orc band when 12 after refusing to go independent, learned proper fighting while living with the band.)
Ideal: Change - Life is like the seasons, in constant change, and we must change with it. (That's what happens when living with fey, left the orc band when she could no longer stand their macho culture and disrespect for nature.)
Bond: I suffer awful visions of a coming disaster and will do anything to prevent it. (Vision dreams of a hole in the sky with glass raining down. Scenes of plants, life, people and places wither and die. Totem animal asleep beneath the earth. Unsure why I suffer from such visions.)
Flaw: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. (Growing up with bear fey, one tends to have an archive of grudges. Didn't help that orc warband macho culture is a huge put off as well.)
Half Orc Barbarian 5 / Fighter 2
CN Medium Humanoid
Init +1;
Senses 60ft Dim ;
Perception +4 (Passive +14),
Investigation -1 (Passive +9)
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DEFENSE_____________________________________________________
AC 17 ; (15 (Half Plate + 1 (Dex) + 1 (Cloak)))
HP 75/75 (4d12 (28) +2d10 (12) +10(1st) +21(Con))
Saves +3 Prof; Strength +8 (3 Prof + 4 Str + 1 Cloak) ; Constitution +7 (3 Prof + 3 Con + 1 Cloak) ; +1 Cloak ; Advantage with Str and Dex throws
Resistance All damage except Psychic (Rage)
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OFFENSE_____________________________________________________
Speed 40 ft
Combat +3(prof); +4 (Str); +1 (Dex)
Melee (Scale Ripper) +7 (2d6 slashing +4(Str) +2(rage)) x2
Ranged (Handaxe / Javelin) +7 (1d6 slashing/piercing +4) x2
Spell Attack -
Space 5ft;
Reach 5ft
Critical Damage Calculation
2d6 slashing (base weapon) +2d6 slashing (critical doubling) +1d6 slashing (savage attack racial trait) +4 (str) +2(rage) +14(sharpness)
Total : 5d6 +20 (reroll any 1s or 2s from the 5d6 once)
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STATISTICS 15,14,13,12,10,8
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Str 18 (+4)
Dex 13 (+1)
Con 16 (+3)
Int 8 (-1)
Wis 12 (+1)
Cha 10 (+0)
Proficiency Bonus +3
Proficiencies:Armor: all armor, shields
Weapons: simple, martial
Tools: staff, hunting trap, flute
Vehicle: Feats:Feature: WandererYou 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 that the land offers berries, small game, water, and so forth.
SkillsRace Skills: Intimidate +3 (+3 Prof, +0 Cha)
Class Skills: Animal Handling +4 (+3 Prof, +1 Wis), Perception +4 (+3 Prof, +1 Wis)
Background Skills: Athletics +7 (+3 Prof, +4 Str), Survival +4 (+3 Prof, +1 Wis)
Other Skills: Acrobatics +1 (+1 Dex), Sleight of Hand +1 (+1 Dex), Stealth +1 (+1 Dex, Disadvantage), Arcana -1 (-1 Int), History -1 (-1 Int), Investigation -1 (-1 Int), Nature -1 (-1 Int), Religion -1 (-1 Int), Insight +1 (+1 Wis), Medicine +1 (+1 Wis), Deception +0 (+0 Cha), Performance +0 (+0 Cha), Persuasion +0 (+0 Cha)
LanguagesCommon
Orc
Sylvan
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SPECIAL ABILITIES_____________________________________________________
Dark Vision - 60ft DimThanks to your orc blood, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
MenacingYou gain proficiency in the Intimidation skill.
Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
You can’t use this feature again until you finish a long rest.
Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Rage 3/long rest, +2 damage
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 10 +1 (Dex) +3 (Con) = 14
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity m odifier + your Constitution modifier.
You can use a shield and still gain this benefit.
Reckless AttackStarting 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.
Danger SenseAt 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.
Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts.
At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Beast Sense2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing beast.
For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Speak with Animals1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Totem SpiritBear. While raging, you have resistance to all damage except psychic damage.
The spirit of the bear makes you tough enough to stand up to any punishment.
Bear. You gain the might of a bear.
Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Fighting Style - Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind 1d10+1 / short rest
You have a limited well of stamina that you can draw on to protect yourself from harm.
On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge 1/short or long rest
Starting at 2nd level, you can push yourself beyond your normal limits for a moment.
On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
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EQUIPMENT_____________________________________________________
Scale Ripper - Greatsword of Sharpness (Gift from Bear Fae)
Origin: Giant. The item is larger than normal and was crafted by giants for use by their smaller allies.
History: Bane - Reptile. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy.
Minor Property: Unbreakable. This item can't be broken. Special means must be used to destroy it.
Quirk: Confident. The item helps it's bearer feel self-assured
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage.
Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM.
If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Speaking the command word again or sheathing the sword puts out the light.
Necklace of Fireballs
Celestial - The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive.
Bane - Undead - This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy.
Beacon - The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Frail - The item crumbles, frays , chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
Cloak of Protection
+1 to AC and Saving Throws
Elemental Fire - This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are prominent colors.
Arcane - This item was created for an ancient order of spellcasters and bears the order's symbol.
Strange Material - This item was crafted from a material that is bizarre given its purpose. It's durability is unaffected. (Flaming embers that scatter when struck)
Frail - The item crumbles, frays , chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
Half Plate AC 15 + Dex (up to +2)
Dagger x2
Hand Axe x3
Javelins x5
A Flute
A Staff
A Hunting Trap
Trophy from Dire Wolf (Teeth)
Traveler's Clothes
Belt Pouch with 10gp