Razzak
Razzak, Goblin (Wolfblood) Barbarian (Oath, Domain etc)
summary, three lines max, there is more space at the foot
Basics
- Level: 1
- Alignment CG
- Ht: 3'11"
- Wt: 78lbs
- Size: Medium
- Speed: 30 feet
- Age: 19yo
- Appearance: Razzak walks with his muscular chest out and bare as if to dare anyone to confront him. Just shy of four foot tall, he is short for an inhabitant of the Vale, but is tall for goblinkind. There is a shield strapped to his back, along with javelins, and a wicked-looking flanged mace at his belt. A crossbow is also strapped to his belt, all together indicating that he means business. As if that weren't enough, his face is a mishmash of ritual scars and five wolf canines pierce his left eyebrow.
- STR 16 (+3) Save (+5)
- DEX 15 (+2) Save (+2)
- CON 14 (+2) Save (+4)
- INT 8 (-1) Save (-1)
- WIS 10 (+0) Save (+0)
- CHA 12 (+1) Save (+1)
- Brave. Advantage on saves vs being frightened.
Skills & Proficiencies
- Skills (Proficiencies in italics):
- Acrobatics (Dex) +2
- Animal Handling (Wis) +0
- Arcana (Int) -1
- Athletics (Str) +5
- Deception (Cha) +1
- History (Int) -1
- Insight (Wis) +0
- Intimidation (Cha) +3
- Investigation (Int) -1
- Medicine (Wis) +0
- Nature (Int) -1
- Perception (Wis) +0
- Performance (Cha) +1
- Persuasion (Cha) +1
- Religion (Int) -1
- Sleight of Hand (Dex) +2
- Stealth (Dex) +4
- Survival (Wis) +2
- Passive Perception:
- Proficiency Bonus: +2
- Proficiencies
- Tools: Carpenter's tools
- Weapons & Armour: Light armor, medium armor, shields, Simple weapons, martial weapons
- Languages: Common Tongue | Goblin |
Feats
- Giantkiller - You are skilled at toppling enormous foes. You gain the following benefits:
- Your Fury of the Small racial power now does an additional +2 damage for each size category the opponent is larger than you.
- When attacking a creature whose size is larger than yours, advantage on the attack roll. Once / short or long rest.
Racial Features (Wolfblood Goblin)
- Abilities: +2 Dex, +1 Str
- Darkvision: 60’
- Fury of the Small: When damage a creature of greater size with attack or spell, can do +1 (Lvl) extra damage. 1/ S/L rest.
- Nimble Escape: Attacks of opportunity that target you are made with disadvantage.
- Brave: You have advantage on saving throws against being frightened.
- Speak with Wolves: Through sound and gestures, you may communicate simple ideas with canines.
Class Features (Barbarian - Wild Magic)
- Domain/Oath/Pact etc Wild magic
- Deity: xxxx
- 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: | Advantage on Strength checks and Strength saving throws | Melee attacks (using Str) +2 dmg | Resistance to bludgeoning, piercing, and slashing damage | Cannot cast spells or concentrate on them while raging | Rage lasts for 1 minute - ends early if knocked unconscious or if turn ends and haven’t attacked a hostile creature since your last turn or taken damage since then | Can also end your rage on your turn as a bonus action | 2/long rest
- Unarmoured Defence - While not wearing armor, AC = 10 + Dex + Con + Shield.
Background Features (Tribal Member)
- Proficiencies: Athletics, Survival
- Feature - Tribal Heritage - You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.
- Personality Trait: I watch over my friends as if they were a litter of newborn pups.
- Ideal: Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic)
- Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
- Flaw: ...?
Combat
AC 16(14) | HP 12 | Hit Dice 1d10 | Initiative +2
Weapon | To Hit | Damage | Range/Reach | Weapon | To Hit | Damage | Range/Reach | |
---|---|---|---|---|---|---|---|---|
Heavy mace | +5 | 1d8+3 B | N/A | Javelin | +5 | 1d6+3 P | 30/120 | |
Crossbow (light) | +4 | 1d8 | 80/320 | XX | +X | XX | XX | |
XX | +X | X | N/A | XX | +X | XX | XX |
- Common Action:
- Common Action:
- Common Action:
- Common Action:
- Common Action:
Spellcasting
Spell Slots: L1 | X || L2 | 0
Spell DC: (8 + Prof 2 + Stat x) 1X
Spell Att Mod: (Prof 2 + Stat X) +X
Cantrips
- xxx: Description
- xxx: Description
- xxx: Description
- Source: xxx: Description
Spells Prepared (Stat 3 + Lvl 1 = X)
- One, Two, Three
- Domain: One, Two
Spellbook:
- Name
- Name
- Name
Equipment
Wealth
- 0 gems
- 0 pp
- 0 gp
- 0 ep
- 0 sp
- 0 cp
Weapons
- Heavy mace 2lb
- Javelins x 4 8lb
- Light crossbow 5lb
Armor
- Armour - none at present
- Shield 6 lb
Gear
- Backpack 5lb
- Bedroll 7lb
- Mess kit 1lb
- Tinderbox 1lb
- Torches, 10 10lb
- Rations, 10 days 20lb
- Waterskin 5lb
- 50' hemp rope 10lb
- Hunting trap
- Clothes, Traveler's Xlb
- Belt pouch Xlb
- Item Xlb
- Item Xlb
- Item Xlb
- Item Xlb
- Item Xlb
Trinket
- xxxxxxxxx
Magic Items
- Horn of silent alarm (600’). Family heirloom. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Charges: 4/4.
Backstory
- xxxxxx
Notes
To do:
- Flaw