Brusk Veyr
Brusk Veyr
Sheet
AC 12 · HP 15 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresBonus action
- RageLevel 1
When Bonus action on your turn
Enter a battle fury as a bonus action, gaining combat benefits for up to 1 minute. You have two uses per long rest.
Always on
- Unarmored DefenseLevel 1
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one additional language of your choice.
- 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 the land offers berries, small game, water, and similar resources.
Gear
10 itemsWeapons
- GreataxeA heavy two-handed martial axe with a broad iron head, suitable for brutal close combat.
- 2×HandaxeLight throwing axes carried at the belt or across the back.
- 4×JavelinBalanced spears suitable for throwing or close combat.
- Woodcutter's AxeA broad, serviceable axe used for chopping wood as well as fighting.
Tools
- StaffA polished walking staff cut from mountain ash, marked with trail notches.
Gear
- Explorer's PackA sturdy pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Hunting TrapA metal snare used to catch small game or hinder a pursuer.
- Animal TrophyA tooth, claw, or antler from an animal hunted in the character's homeland.
- Traveler's ClothesPlain, durable clothing suitable for long travel and harsh weather.
Purse
- 10×Gold PiecesCoins saved from guiding caravans and guarding remote trails.
Appearance
A hulking human with a broad back, thick arms, and a weathered face softened by an easy, disarming smile. Their dark blond hair is kept in a rough shoulder-length braid, threaded with small bone beads from old hunting trophies. Their gray-green eyes are alert and warm, and a crooked scar runs from the left temple to the edge of the jaw. They favor practical wool, patched leather, and a heavy fur-lined cloak, all stained by long travel.
Mannerisms
Brusk leans down to listen even when they can hear perfectly well, speaks with an encouraging softness that contrasts with their size, and taps the haft of their greataxe twice before entering unfamiliar ground.
Personality
Simple, cheerful, and surprisingly charming. Brusk prefers plain words, warm food, and honest work. They laugh easily, remember everyone's name, and offer practical help before anyone asks. They are slow to recognize sarcasm but quick to notice fear, loneliness, or a hungry animal.
Ideals
Freedom. No one should be trapped by a road, a ruler, or a life chosen for them by someone else.
Bonds
I carry my family's antler token and will risk almost anything to find the relatives scattered by the avalanche.
Flaws
I trust my strength and instincts more than plans, warnings, or people who speak in complicated terms.
Quirks
Background
Brusk Veyr was raised on the edge of settled country, where the roads thinned into spruce forest, stone ridges, and long stretches of wet grassland. Their family moved with the seasons, guiding merchants through dangerous passes and hunting enough game to keep travelers alive when the weather turned. Brusk learned early that a calm voice could settle frightened animals, lost children, and nervous guards. When calm failed, their size and an old iron-headed axe usually finished the conversation. A winter avalanche destroyed the trail camp where Brusk had lived for years, scattering their family and burying the route beneath snow and stone. Brusk survived by following a half-frozen river into the lowlands, carrying only an axe, a hunting trap, and a carved antler token from home. Since then, they have worked as a guide, caravan guard, and occasional monster hunter. Brusk joins adventurers because dangerous roads are still roads, and every road eventually leads somewhere worth protecting. Beneath the simple charm and booming laugh is a stubborn determination to find the scattered members of their family and rebuild a safe place for travelers who have nowhere else to go.
“Brusk learned early that a calm voice could settle frightened animals, lost children, and nervous guards.”
- Background
- Outlander
Connections
Species
Human
Media
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