Wethrik Gorik
Wethrik Gorik
Sheet
AC 16 · HP 147 · 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
24 featuresAction
- Action SurgeLevel 2
When On his turn
Wethrik forces an opening through relentless pressure, taking another action after his first sequence of attacks.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Feat: SentinelLevel 12
You gain a feat that allows you to make an opportunity attack when a creature leaves your reach, and creatures provoke opportunity attacks from you even if they take the Disengage action. You can also make opportunity attacks against creatures within your reach when they attack a target other than you.
Bonus action
- Second WindLevel 1
When Bonus action on his turn
Wethrik gathers himself through controlled breathing and returns to the fight despite exhaustion or pain.
- Mother Wolf's CompanionLevel 3
You gain a wolf companion that obeys your commands and acts on your initiative. It can move and use its reaction normally, but it takes only the Dodge action unless you use a bonus action to command it to take another action. The companion remains part of this subclass's hunting bond and uses the normal wolf creature statistics unless otherwise specified by the DM.
Reaction
- Pack Sentinel
When When a creature moves away or attacks an adjacent ally
Wethrik uses his shield, armor, and positioning to hold a dangerous enemy in place and punish attempts to escape or attack his allies.
Always on
- Spear-and-Axe RhythmLevel 3
When When taking the Attack action
Wethrik drives forward with his spear, then follows with a second attack or a close-range axe strike.
- Hunting PairLevel 7
When When Ashmaw is within 100 feet
Ashmaw circles the enemy while Wethrik attacks from the opposite angle, creating the pressure of a coordinated hunting pair.
- Fighting Style: DefenseLevel 1
You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.
- Martial Archetype: Fang of Mother WolfLevel 3
You choose the Fang of Mother Wolf martial archetype, gaining its features at 3rd, 7th, 10th, 15th, and 18th levels.
- Additional Action SurgeLevel 8
You gain one additional use of Action Surge between rests, but you can still use Action Surge only once on the same turn.
- IndomitableLevel 9
You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature once before finishing a long rest. You gain an additional use at 13th level and a third use at 17th level.
- Rending WeaponsLevel 10
Your spear and axe attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a spear or axe, the additional critical damage reflects the brutal rending style of the Fang.
- Ability Score ImprovementLevel 4
You increase your Strength score by 2, raising it to 18.
- Ability Score ImprovementLevel 6
You increase your Strength score by 2, raising it to 16 before the later improvement.
- Ability Score ImprovementLevel 8
You increase your Strength score by 2, raising it to 18.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment. Wethrik is Lawful Neutral.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- VersatileHumanHumans adapt quickly to different lands, cultures, and forms of warfare.
- WandererOutlander
Wethrik has an excellent memory for maps, terrain, and natural landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources. He can also recall the general layout of terrain, settlements, and natural features he has seen.
Gear
10 itemsWeapons
- SpearA long hunting spear used for opening engagements and controlling distance.
- 2×HandaxeA heavy handaxe balanced for close combat and throwing.
- Light crossbowA light crossbow with a case of bolts for situations where reach matters more than silence.
Armor
- Chain mailDark chainmail bearing the understated marks of the Gorik tribe.
- ShieldA broad shield reinforced with a central iron boss.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Outlander equipmentA wooden staff, hunting trap, trophy from an animal slain in the wilderness, traveler's clothes, and a pouch containing 10 gp.
- Ashmaw, wolf companionA loyal wolf companion that acts on Wethrik's initiative and follows the Mother Wolf's Companion rules.
- Wolf-tooth cordThree polished wolf teeth tied to a leather cord, worn smooth by constant handling.
Appearance
Wethrik is a broad-shouldered human man with black hair, a full, carefully maintained beard, and weather-darkened skin. Red and black warpaint frames his eyes and runs in angular bands across his cheeks and jaw before each battle. He wears dark chainmail beneath a wolf-gray cloak, with a heavy spear in one hand and a handaxe at his belt. A small leather cord around his left wrist holds three polished wolf teeth, each worn smooth from years of handling. Within minutes of meeting him, most people notice that he checks the cord whenever he enters unfamiliar ground.
Mannerisms
Wethrik speaks in short, deliberate sentences and rarely wastes a gesture. Before entering a new area, he touches the wolf-tooth cord on his wrist, then scans the ground, rooftops, and exits in that order. When Ashmaw is nearby, Wethrik unconsciously angles his body so the wolf is never fully behind him.
Personality
Wethrik is quiet, observant, and intensely dependable. He prefers practical solutions, clear responsibilities, and companions who understand that survival is a shared craft. He is not humorless, but his humor is dry and usually arrives several seconds after everyone else has realized he was making a joke. He respects courage that serves others and distrusts bravery performed for an audience.
Ideals
Duty. A hunter's freedom exists to serve the safety of the pack. I will do what must be done, without cruelty and without hesitation.
Bonds
The Gorik tribe is my pack, and I will return with knowledge that keeps them safe. Ashmaw is not a beast I own, but my hunting partner, and I will not abandon him.
Flaws
I trust the discipline of a pack more than the judgment of an individual, and I can become controlling when allies refuse a sound plan. I also have little patience for boasting, ceremony, or anyone who mistakes mercy for weakness.
Quirks
Background
Wethrik Gorik was raised among the Gorik tribe, a hard traveling people who measured worth by what a hunter protected and what a scout noticed before anyone else did. As a young man, he learned to read tracks, weather, silence, and the subtle change in birdsong that meant danger was near. He became the tribe's forward scout, carrying a spear for the first strike and an axe for the close work that followed. His red and black warpaint is not decoration. Red marks the blood owed to the tribe, while black represents the patience required to collect it only when necessary. During a winter hunt, Wethrik found an injured wolf caught in an iron trap. Rather than kill it, he freed it and guarded it for three days until it could stand. The animal, whom he calls Ashmaw, has remained at his side ever since. Their bond became the foundation of Wethrik's fighting style, a disciplined rhythm of surrounding, distracting, and finishing prey. Now he travels beyond Gorik lands as an emissary, scout, and hunter of threats that might one day reach his people. He does not seek glory. He seeks warning signs, dependable allies, and the clean conclusion of every hunt he begins.
“As a young man, he learned to read tracks, weather, silence, and the subtle change in birdsong that meant danger was near.”
- Background
- Outlander
Connections
Species
Human
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