Proud Beastkin Beserker
Nature. XXX; Demeanour. XXX
Relations. The Emerald Blades ()
Senses. Darkvision 60’
Proficiency Bonus. +2
Health. 36 (10+6+6+6 [4d10HD] +8 [Con])
Health and Defense
Attributes and Skills
|Sleight of Hand|
Racial and Class Abilities
Beastkin (Wolf Kith) (Race)
- Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
- Speed. Your base walking speed is 30 feet.
- Beast Speech. You have the ability to communicate in a limited manner with beasts that match your kith. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
- Darkvision. 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 cannot discern colour in darkness, only shades of grey.
- Hunter’s Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
- Powerful Jaws. You can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage.
- Languages. You can speak, read, and write Beastkin, as well as one other language of your choice.
Outlander (Outcast) (Background)
- Skill Proficiencies. Athletics, Survival
- Tool Proficiencies. One type of musical instrument
- Languages. One of your choice
- 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.
- Armour. All armour, shields
- Weapons. Simple weapons, martial weapons
- Tools. None
- Saving Throws. Strength, Constitution
- Skills. Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Fighting Style: Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fighting Style: Protection
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.
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 fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
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.
Martial Archetype: Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
- Combat Superiority. When you choose this archetype at 3rd level, you learn manoeuvres that are fueled by special dice called
- Manoeuvres. You learn three manoeuvres of your choice, which arc detailed under “Manoeuvres” below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn two additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres. you can also replace one manoeuvre you know with a different one.
- Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
- Student of War. At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
- Warlord’s Command. (Commander’s Strike) When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
- Menacing Growl. (Menacing Attack) When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Rend. (Riposte) When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
- Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, you can forgo increasing your ability scores to instead take a feat of your choice instead. You can take each feat only once unless the feat’s description says otherwise.
- 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 and Armour
- Battle Axe. +5 Attack, 1d8+5 Slashing; Versatile (1d10+3)
- Hand Axe. (x2) +5 Attack, 1d6+3 Slashing; Thrown (20/60)
- Javelin. (4x) +5 Attack, 1d6+3 Piercing; Thrown (30/120)
- Splint Armour. +1 Defense, 3 DR; Disadvantage; 60 lb
- Shield +2 Defense
- Potion of Healing. (x2) Heal 2d4+2 health.
- Explorer’s Pack. Includes a backpack, a 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.
- A staff, a hunting trap, a trophy from an animal you killed, a set of traveller’s clothes
(Short description of the character’s appearance.)
(A description of the character’s personality.)
(A few paragraphs on the character’s history leading up to joining the Silver Ravens Guild. Make sure to include the connections that we created during character creation.)
Born to exiled parents from the tribe XXX. They died when Zet was very young and don’t remember them at all. He spent most of his childhood scavenging food alone in the forests, learnt from other animals how to hunt and fight. His solitude meant he needed to be self-sufficient which helped him learn skills like tracking and first aid. Has a deep kinship with all animals though not all animals seem to like him, especially other predators.
During his adolescence was captured by humans and sent to Frostridge Prison where he learnt how the human language and passed acquaintance with Elorne Bethrymere. After successfully escaping from Frostridge Prison, Gregor Stock tricked him into an offer of help, but what he really wanted was Zet’s most cherished possession, the necklace “Claw of Locki” when Zet refused to hand it in he tuned him to the warden who imprisoned Zet once more. Gregory Stock bribed the guards to hand Zet to him as his property. He was then transferred to Rurik to be sold as a slave, where eventually Zet me XXXX, which bought him/helped him escape.
XXXX disliked and treated Zet as a mercenary and used to sell his services to fight for anyone willing to pay, with time XXXX discovered the good nature of Zet, and has been considering giving Zet back his liberty.
Before the Campaign
(A summary of the character’s history since joining the party.)
At EVENT, INDIVIDUAL tried to call in a marker you owe them, but you had to refuse. What did they want? What did you refuse, and how did they react?
How did you make a rival or enemy of INDIVIDUAL (or vice versa)? What’s the most recent occurrence of this conflict?
When you were last in PLACE, you and PC/INDIVIDUAL got into a hot situation. Who saved whom? Or did one of you screw over the other?
The Emerald Blades
“The other two characters with connections with ‘the Wild’ are associated with a group known as the Emerald Blades – what if Zet was taught by them when he was younger (even better, maybe his mother was a Member of this group?), and he has a mixed relationship with them now because he feels that they abandoned him?”
Yes, that sounds fantastic, ties really well with his past and the troubles he has remembering anything from before he grew as a feral child. They might be the group that taught him how to survive?
> Mother was a member of the Blades. Their parent’s exile from their tribe was self-imposed in order to protect Zet from the enemies of the Blades. Unfortunately, his mother’s enemies eventually found them and slaughtered Zet’s parents, leaving him alone. The Emerald Blades assisted the child where they could, teaching him to survive in the wilds, but could only offer limited assistance due to their organisation’s laws.