Dorking Deepedene
Dorking Deepedene
Sheet
AC 16 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
6 featuresBonus action
- Second WindLevel 1
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.
Always on
- Fighting Style: Great Weapon FightingLevel 1
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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- TraitHalf-ElfDarkvision
- TraitHalf-ElfFey Ancestry
- TraitHalf-ElfSkill Versatility
- WandererOutlander
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.
Gear
9 itemsWeapons
- GreatswordA massive two-handed sword. Deals 2d6 slashing damage.
- 2×HandaxeSmall axe for throwing or close combat. Deals 1d6 slashing damage.
Armor
- Chain MailStandard heavy metal rings interlocked to provide protection.
Tools
- StaffA walking staff that can serve as a simple club.
Gear
- Dungeoneer's PackIncludes a backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, and a waterskin.
- Hunting TrapA spiked metal trap used for catching game.
- Bear Claw TrophyA trophy from an animal you killed.
- Traveler's ClothesRugged clothes for living on the road.
Purse
- Pouch with 10 Gold PiecesA small bag of coins.
Appearance
Dorking is a scruffy half-elf with unevenly trimmed dark hair and restless grey eyes. He wears heavy chain mail under a tattered green traveler's cloak that is stained with the mud of a dozen provinces. A thick, jagged scar runs along his jawline from an old wolf bite, and he rarely bothers to shave the coarse stubble on his chin.
Mannerisms
He has a habit of sniffing the air before entering a room as if checking for a scent. He speaks in short, clipped sentences and rarely maintains eye contact for more than a second.
Personality
He is a man of few words and even fewer patience for noble etiquette. Dorking trusts a well-made blade more than a well-spoken promise. He lives entirely in the present moment, reacting to immediate threats with a pragmatic, often brutal efficiency that makes more civilized folk uncomfortable.
Ideals
Freedom is the only thing worth fighting for. Any law that keeps a man from moving his feet where he chooses is a chain that needs breaking.
Bonds
I was once spared by a starving mountain lion when I was an injured youth. I will never harm a feline predator, and I feel a strange kinship with the beasts of the high peaks.
Flaws
I am incredibly quick to violence when I feel patronized or insulted by those I deem 'civilized.' I also lose interest in any plan that requires more than a minute of quiet sitting.
Quirks
Background
Dorking was born from the brief and scandalous union between an elven archivist and a human woodsman in the Deepedene valley. He grew up in the cracks between two worlds, too wild for the archives and too strange for the village square. By his fifteenth year, he had abandoned the settlements entirely to live among the peaks and thickets, learning the way of the sword by necessity rather than instruction. For years he served as an unofficial and somewhat feral guide for smugglers and deserters, preferring the company of the wind to the demands of a king. His life in the wilderness has forged him into a survivor who treats every new acquaintance like a potential predator. He has no loyalty to any banner, finding the very idea of national borders as ridiculous as trying to fence in the rain. He has recently emerged from the deep woods only because the coin of adventurers is the easiest way to replace his aging steel.
“He grew up in the cracks between two worlds, too wild for the archives and too strange for the village square.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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