Norman

Half Orc, Outlander, Barbarian [2] Warlock [3]

Strength Dexterity Constitution Intelligence Wisdom Charisma
13 [+1] 8 [-1] 14 [+2] 10 [+0] 11 [+0] 15 [+2]
Norman%20II.jpg

Speed: 30ft
Size: Medium
Wounds: 42 [1D12, 3D8]
Saving Throws: Strength, Constitution
Experience: 9,395 [Level 5, Next at 14,000]
AC: 13 (Scale [14] + Dex [-1])

Proficiencies: [+2]
Weapons: Simple Weapons, Martial Weapons
Armour: Light Armour, Medium Armour, Shields
Tools: Muscal Instrument (Gong).
Skills: Athletics, Intimidate, Perception, Nature, Survival, Persuasion*, Deception*.
Languages: Common, Orcish, Abyssal

Feats and Abilities:

  • Orc Abilities:
    • Savage Attack: Inflict one additional dice of damage on a critical hit.
    • Relentless: When you are reduced to 0HP you instead are reduced to 1HP and stay conscious. You may use this ability once per Long Rest.
  • Barbarian Abilities:
    • Rage: [2 per Long Rest] Bonus Action to activate. Halve all physical damage while raged. +2 Damage to melee attacks on Strength. Ends if you don't attack or move towards an enemy.
    • Unarmored Defense: While not wearing any armor (except shield), your AC = 10 + Dex Modifier + Con Modifier
    • Danger Sense: You gain advantage on Dex saving throws against effects you can't see such as traps, spells etc. Must not be blinded, deafened or incapacitated to gain this ability.
    • Reckless Attack: On the first attack you your turn you can declare a reckless attack. You gain advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • Warlock Abilities: [The Old Man of the Desert]
    • Awakened Mind: Communicate telepathically with creatures within 30ft. You do not need to share a common language.
    • Pact of the Chain: Pseudo-dragon familiar.
    • Invocations:
      • Beguiling Influence: Gain Deception and Persuade as proficient skills.*
      • Devil Sight: See in natural and unnatural darkness up to 120ft.
  • Injuries:
    • Horrible Scarring: Advantage on Intimidate checks, disadvantage on persuade checks.

Equipment:

  • Scimitar
    • D6; Slashing
  • Sword of Vengeance (+1 Greatsword, cursed)
    • 2D6+1; Slashing
  • Scale Mail
    • 14 + Dex [Max 2]
  • Spiked Shield
    • May attack as a D6 slashing weapon
  • Travellers Clothes
  • Hunting Trap
    • Action to set up. DC 13 Dexterity test when someone steps on it otherwise they take D4 piercing damage and can't move. Movement is limited to 3ft. DC 13 Strength test to escape, taking 1 additional piercing damage on each failed save.
  • Backpack
    • Bedroll, Mess Kit, Tinderbox, 10x Torches, 9x Rations, 50ft of Rope.
  • The Great Wanderer: A tale in Abyssal and about the rise and fall of a great half-Orc hero, with the last chapter missing.
  • Lantern of Eternal Flame: A small blue flame flickers within this old lantern.
    • 20ft bright light and 20ft of dim light beyond that.
  • 3x Rubies [Worth 100gp each]

Currency:
Platinum: 7
Gold: 403
Silver: 18
Copper: 3


Spellcasting

Spell Slots:
2nd Level:2

Cantrips Known:

  • Friends:
    • SM. Action. Self.
    • Concentration, up to 1 minute.
    • For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
  • Create Bonfire:
    • VS. Action. 60ft.
    • Concentration, up to 1 minute.
    • You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spells Known:

  • Armour of Agathys: [Level 1]
    • VSM. Action. Self.
    • 1 hour.
    • A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
  • Dissonant Whispers: [Level 1]
    • V. Action. 60ft.
    • Target within range that can hear must make a Wisdom saving throw or suffer 3D6 psychic damage. On a fail the target also uses their Reaction to move as far as possible away from you. On a successful save the creature takes 1/2 damage and doesn't move away from you. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  • Charm Person: [Level 1]
    • VS. Action. 30ft.
    • 1 hour.
    • You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    • You can target one additional creature for each spell slot above 1st that you use to cast the spell. Targets must be within 30ft of each other.
    • Invisibility: [Level 2]
    • AA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Strange White Seagull

Pseudodragon Familiar

Strength Dexterity Constitution Intelligence Wisdom Charisma
6 [-2] 15 [+2] 13 [+1] 10 [+0] 12 [+1] 10 [+0]

AC: 12
HP: 7
Skills: Perception + 3, Stealth +4
Attacks:

  • Bite: +4; D4+2
  • Sting: +4; D4+2; DC 11 Con or poisoned for 1hr. Roll of 6 or lower knocks falls unconscious for the same amount of time.

Traits:

  • Keen senses: Has advantage of Wisdom (perception) checks that rely on sight, hearing and smell.
  • Magic resistance: Advantage of saving throws against spells and other magical effects.
  • Limited Telepathy: Can communicate simple ideas, emotions and images telepathically with any creature within 100ft that can understand a language.
  • Senses: Blindsight 10ft., darkvision 60ft., passive perception 13

Languages: Common and Draconic, but can't speak.


  • From an Orc clan in the Tannoch Desert. Set to become a Shaman of the 'Old Man of the Desert' but one day found a seagull. With no idea what it was went on a quest to discover where the bird came from.
  • Arrived at the coast and joined the Defenders of Greenest in their quest to stop the Cult of the Dragon.
  • Won a 20% share in a green slime distillery in Leor from Abarass

Outlander:
Personality 1: I feel far more comfortable around animals that people.
Personality 2: I place no stock in wealth or mannered folk.
Ideal: Each person should value the tribe's happiness above their own [Good].
Flaw: I am slow to trust.
Bond: An injury to the wilderness is an injury to me.

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