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Victor - Barbarian


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Victor
Half-orc Barbarian 4
Medium humanoid, neutral good


Armor Class 14
Hit Points 41 (4d12+8)
Speed 30 ft.


STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)


Feats Tavern Brawler
Saving Throws Str +6, Con +4
Skills Athletics +6, Intimidation +1, Nature +2, Perception +3, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc
Background PirateContent...Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Languages: None
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10gp

Features
Bad Reputation

If your character has a pirate background, you may select this background feature instead of Ship's Passage.

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


Actions

Racial
Darkvision: Thanks 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.

Relentless Endurance: When 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 Attacks: When 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.

Class
Rage In battle, you fight with furiosity. On Your Turn, you can enter 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 +2 bonus to the damage roll. This bonus increases as you level.
• 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.

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.

Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear . 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.

Spirit Seeker
Yours 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.

Beast Sense
Source: Player's Handbook
2nd-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.

Speak with Animals
Source: Player's Handbook
1st-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.


Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 1d4+4 bludgeoning damage.

Unarmed Strike (Rage) . Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 1d4+6 bludgeoning damage.


Equipment

A whole lot of Nothing

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An orc, eh? Orcs are somewhat special. I think everyone in this world would know:

The main population of orcs live in the south of the Empire, in lands even drier, hotter and more arid then the central lands where Ghazzad lies, for instance - and beyond the borders of the Empire, still further south and east, in lands that are strange and wild and quite dangerous. The orcish race is characterized by being somewhat too aggressive for their own good, but that doesn't mean they're barbarous raiders or automatic enemies. There are lots of orcs living in Ghazzad, and they're widely respected for their strength and endurance. They make it into academics somewhat less often than other races though.

If you feel like your character should know more about the orcs than the average citizen in the street, we'll do that stuff over PM's.

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That would be wonderful. I would like to know a bit more about Orcs in your world so that I can properly compose a backstory for him. But I do enjoy a good barbarian, and Half-Orc just pairs all too well for the role.

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Backstory

 

Victor was raised by his orc “parents” after having been taken as a prize of war, he was raised hard, the “runt” who had to prove himself every step of the way. He found himself in the stables mucking stables and had a better relationship with the horses than his family.

His rough family life lent toward his building anger issues. He learned to swing shovels and clubs to develop his use of weapons. But at the same time, he was caught up in the national rhetoric against humans and redirected his hatred toward his father & brothers toward the humans.

As he grew he continued to point his anger and as soon as he was able he left to join the military. This was as much to flee his family as to point his misdirected anger. It was there that he learned to rage and wield swords.

Victor thrust himself into combat. He reveled in the combat that he was directed to. The division that he was assigned to was known for its brutality and viciousness. This perhaps was the impetus of his downfall.

During one raid something changed. He had just ripped through several homes, he had killed several men and women, but it was his discovery of a young elven girl that changed everything. He did not know why, there was nothing that he could assign to the emotion that came upon him.

Without thought, he moved to cover the girl, and tried to direct her to be still and silent. It may have worked if not for one of his comrades entering in. There was a struggle, and blades were drawn against each other, steel rang against steel. Somewhere in the fight the girl was struck down, Victor still does not know if it was his blade or companion’s blade. Victor was the worse of the pair until he noticed the girl fall. Then he pressed his attack and savagery. He cut down his companion and then fell after. He was tired from the fight, from the lies, from his life.

He tried to kill himself, already gravely wounded he drew a knife and attempted to finish the job. He fell, his blood mingled with the blood of the girl, and he woke days later to the charred ruins of a home. Another room had caught fire but did not spread.

Victor buried the young girl, still not knowing her name. He scavenged in the ruins of the raid a small bit that allowed him to travel. He had a chance to leave, for he was dead.

He did odd jobs and labors to pay his way, mucking stalls and hefting hay-like in his youth. More than a few times he blended himself to being a merchant guard, it was during these times that led him to become a mercenary. Victor found that someone with a sword and nothing to lose was welcome as a mercenary. Someone willing to wade into combat with reckless abandon allowed others to support him with ranged combat or spells. It has taken time, but he has begun to change how he focuses in battle, instead of being consumed by a fire within, he instead feeds all of his emotions and doubts into a fire within and becomes a calm beacon of death within a storm of battle.

His travels have been slow, he has been moving away from the battlefields, but not away from fighting or his own brutish nature. Victor keeps trying to tell himself with each step that he is becoming someone else.

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  • 2 weeks later...

https://i.ibb.co/hKc9kKh/Victor.png

Victor
Barbarian


AC: 14 | HP: 41/41 TEMP HP: 0 | | Move: 30'
Init: +2 | SAVES:
Str: +6, Dex: +2, Con: +4, Int: +0, Wis: +1, Cha: -1


SKILLS: Athletics +6 Intimidation +1 Nature +2 Perception +3 Survival +3

Passive: Perception: 13, Investigation: 10, Insight: 11


Actions

Thoughts

Speech

 


OoC

 

 

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