Half-orc; Fighter, Champion [8]; Outlander

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 12 [+1] 17 [+3] 8 [-1] 12 [+1] 11 [+0]

HP: 78
Speed: 30ft
Saving Throws: Strength, Constitution
AC: 17


Proficiencies [+4]
Languages: Common, Orcish, Dwarven
Weapons: Simple weapons and martial weapons
Armour: All armour and shields
Tools: Cards
Skills: Intimidation, insight, perception, athletics, survival
Resistance: Advantage to resist poison.

Feats and Features

  • 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 colour in darkness, only shades of grey.
  • 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.
  • Great Weapon Fighting: When 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 re-roll 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: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Action Surge: 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.
  • Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.
  • Remarkable Athlete: You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
  • Indomitable: You can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
  • Wanderer: You 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.
  • Pole-arm Master: You can keep your enemies at bay with reach weapons. You gain the following benefits:
    • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
    • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
  • Sentinel: You gain the following benefits:
    • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
    • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  • Trollblood: Regenerate constitution bonus of wounds per turn. Unless damaged that turn by fire or acid.


Halberd (+1; made from wood and ivory, gifted by the druids of Wine)
Plate mail (Asger's old armour missing helm) [17AC]
Two hand axes
Explorer’s pack
A staff
trophy from an animal you killed
traveler’s clothes

Belt pouch:
Platinum 0
Gold 0
Silver 0
Copper 0


Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 9 [-1] 16 [+3] 6 [-2] 13 [+1] 19 [+4]

HP: 58
Speed: 30ft
Saving Throws: Dexterity, Charisma
AC: 9

Good acquired for Fae
Chest of magic swords
Vials of blood
Magical Darkwood shoes from Burdusk

Raised in an orc clan
Killed many people on raids but eventually the evilness of killing the innocent became too much
With Gruumsh’s influence still loves killing but now only those who deserve it
Gets his fix of killing through picking up mercenary and bounty hunter work.

  • Personality Traits:
    • I’m haunted by memories of war. I can’t get the images of violence out of my mind.
    • I enjoy being strong and like breaking things.
  • Ideal:
    • Might - In life as in war, the stronger force wins. (Evil)
  • Bond:
    • I fight for those who cannot fight for themselves.
  • Flaw:
    • Permanently smell swampy.
    • Crave human flesh.
    • I made a terrible mistake in battle cost many lives - and I would do anything to keep that mistake secret.
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