Orn, Son of Thain
Weaponmaster
Race | Class | Level | Background | Alignment |
Dwarf of the Lonely Mountain |
Warrior | 3rd | Doomed to Die | Neutral Good |
STR: 20 | DEX: 12 | CON: 16 | INT: 11 | WIS: 12 | CHA: 11 |
+5 | +1 | +3 | +0 | +1 | +0 |
Save: +7 | Save: +1 | Save: +5 | Save: +0 | Save: +1 | Save: +0 |
Proficiency Bonus |
Speed | Initiative | Inspiration | Armor Class |
+2 |
30 Feet | +1 | Yes | 16 or 20 |
Experience: 2,532 / 2,700 Standard of Living: Rich Passive Perception: 13
HP Max: 32 | Current HP: 32
Rukhs-barzûl Shadow Weakness: Lure of PowerWhen a man is given a position of authority, either by rank, lineage or stature, he may end up mistaking his own wishes for those of the people he should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it. The Iron Hills
Durin's Folk. Dwarven Vision Night Vision: Accustomed to life underground, you have superior vision in dim conditions. You can see in Dim light within 60 feet of you as if it were bright light, but you cannot see in the dark Dark Foreboding While they know not the hour or manner of their death, those Doomed to Die often have a sixth sense of sorts when in the presence of Shadow. They may not know exactly what is behind this feeling, but they can sense its presence grow stronger or weaker. The Doomed to Die can usually tell, for example, whether an Orc band is an isolated raiding party or part of a larger force being driven by something more sinister, or whether a nearby ruin is steeped in Shadow. Stone Cunning Whenever you make an Intelligence (History) ability check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against |
+1 Acrobatics (Dex) |
Class Features Protection Fighting Style When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Improved Protection As a bonus action you may attack with your shield, inflicting 1d6 + Strength modifier points of damage on a hit. Second Wind 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 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Birthright You have acquired a weapon of fine make and long lineage. Give your weapon a name. When you first acquire this weapon, you gain advantage on any Charisma (Intimidate) or (Persuasion) ability checks while you carry it. At 3rd level, the weapon grants a +1 bonus to all attack and damage rolls. At 7th level the weapon gains one of the following qualities, and gains a further quality at 10th and 15th level. Background Traits Distinctive Quality Bold: If you are already doomed, then there is no sense in being cautious. You meet every challenge head-on. Specialty Story-telling: You may be doomed but you won’t be forgotten. You tell your stories in a way that draws your audience in. Hope I live for today, for tomorrow I will die. Despair I fear that I will die alone and unremembered. |