Half-Orc Half-Legend, Outlander, Barbarian [4]

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 [+2/ +3] 14 [+2] 15 [+2] 8 [-1] 16 [+3] 13 [+1]

HP: 40 (D12+Con [2])
Speed: 30ft
Saving Throws: Strength, Constitution
AC: 12/14 unarmored
Rages: 3 (+2 dmg)


  • Menacing: Proficiency in Intimidation.
  • Darkvision: Dark vision.
  • 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.

Feats and Features

  • 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.
  • Unarmoured Defense: When unarmoured, AC = 10+Dex mod + Con mod, can use shield.
  • Reckless Attack: 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 Sense: 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.
  • Path of the Beserker:
    • Frenzy: You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
  • Fell Handed: You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
    • You gain a +1 bonus to attack rolls you make with the weapon. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
    • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
    • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield

Weapons: Simple Weapons, Martial
Armour: Light and Medium, Shields
Tools: Musical Instrument (Clapping).
Languages: Common, Orc, Dwarf.
Skills: Athletics, Intimidation, Nature, Perception, Survival


  • Greataxe (d12 slashing)
  • Broken Greatsword (d10/d12 versatile, heavy, +2 to hit, +2 to damage) 6lbs
    • Grants the wielder resistance to Fire
    • Grants the wielder +2 Strength
    • Each attack deals an additional d6 Fire damage that ignores resistances
    • Drawing the sword from its sheath releases a spray of molten metal
    • Can use a bonus action to replace one of your attacks with a ranged fireball attack.
    • Separation from the sword has.. consequences…
  • 2x hand axe (d6 slashing, thrown range 20/60)
  • Explorer's pack (bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
  • Backpack
    • Staff, Hunting trap, wolf fang necklace, traveler's clothes
    • Can of Sand
    • Amulet of Plague Resistance
    • Healing Potion (2d4+2)
    • Giant's Strength Potion (Strength set to 23 for 1 hour)
    • Growth Potion (+d4 damage and +1 size class larger for 1d4 hours)
    • 2x Light Hammers (+2 to hit, d4 damage + d4 fire damage)
    • River-worn Ruby (20gp)
    • Hellhound Heart (Perfect condition), hellhound teeth (1x juvenile, 1x adult), heart, brain, eyes

Platinum 0
Gold 10
Silver 0
Copper 0

  • Background - Murray isn't the smartest half-orc, but he is Murray, and what more do you need. He's slow-moving and slow-thinking until Grumsh's rage takes over, and is happy as long as there is enough to eat and drink and no one is trying to kill you for their quest or their god. He once fought a tree.
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