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Mordak

Dragonborn · Barbarian (Path of the Berserker) · Level 4 · Urchin

Mordak

Mordak is blunt, suspicious, and possesses a very short fuse.
AC14
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 45 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge24 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Draconic

Features

10 features

Bonus action

  • RageLevel 1

    Enter a rage as a bonus action. Gain advantage on STR checks/saves, bonus to melee damage (+2), and resistance to bludgeoning, piercing, and slashing damage. Lasts 1 minute. 3 uses per long rest.

  • FrenzyLevel 3

    When you rage, you can go into a frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after the first. Gain one level of exhaustion when the rage ends.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor, AC equals 10 + Dex mod + Con mod.

  • Reckless AttackLevel 2

    Gain advantage on melee weapon attack rolls using Strength during your turn, but attack rolls against you have advantage until your next turn.

  • Danger SenseLevel 2

    Advantage on Dex saving throws against effects you can see, such as traps and spells, while not blinded, deafened, or incapacitated.

  • Ability Score ImprovementLevel 4

    Added +2 to Constitution (applied to stats).

  • TraitDragonbornDraconic Ancestry (Gold - Fire)
  • Breath Weapon (15 ftDragonborncone, Dex save, 2d6 Fire)
  • TraitDragonbornDamage Resistance (Fire)
  • City SecretsUrchin

    You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Spells

Spellcasting. Mordak casts with null ( to hit with spell attacks).

Gear

7 items

Weapons

  • Greataxe
    A heavy, two-handed axe that deals 1d12 slashing damage.
  • 2×
    Handaxe
    A light melee weapon that can be thrown. Deals 1d6 slashing damage.
  • 4×
    Javelin
    A simple ranged weapon. Deals 1d6 piercing damage.
  • Small Knife
    A simple blade from life on the streets.

Gear

  • Explorer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Pet Mouse
    A small white mouse named Sooty.
  • Map of Home City
    A crumpled, soot-stained map of the slums.

Appearance

Mordak stands seven feet tall, his gold scales permanently dulled by layers of soot and street grime. He has deep scars across his snout and chest from years of alleyway brawls. He wears tattered furs over simple commoner trousers, and a heavy, notch-marked greataxe is strapped to his back. His eyes are a bright, piercing amber that seems to glow when his temper flares.

Mannerisms

Mordak often snorts small puffs of smoke when he is frustrated. He rarely makes eye contact with authority figures, instead staring at their throats as if measuring where to strike.

Personality

Mordak is blunt, suspicious, and possesses a very short fuse. He lacks the flowery speech of his draconic kin, preferring to let his axe do the negotiating. Despite his gruff exterior, he is fiercely loyal to those who show him genuine kindness, though he expects betrayal at every turn.

Ideals

Independence. I am a free soul and no one will ever put a collar or a law on me again.

Bonds

I will protect the downtrodden and the outcasts, for I was one of them.

Flaws

I am convinced that anyone who looks wealthy is hiding a corrupt and wicked heart.

Quirks

Scratches his neck scales when he is deep in thought.
Always sleeps with his greataxe clutched like a pillow.
Talks to his pet mouse when he thinks no one is listening.

Background

Mordak was born in the reeking gutters of a sprawling trade hub, the unwanted offspring of a disgraced clan. While other dragonborn boasted of ancient lineages, Mordak only knew the bite of winter and the empty ache of hunger. He learned to fight long before he learned to speak Draconic properly, using his massive size to shield smaller orphans from the local gangs. The rage inside him was never a choice, but a survival mechanism that turned his gold scales into a blur of heat and violence whenever his makeshift family was threatened. Eventually, the small group he protected was dispersed by a heavy-handed city guard crackdown. Mordak was the only one to fight back, leaving a trail of broken shields and singed uniforms in his wake. He fled into the wilds, his city-bred instincts clashing with the raw power of the nature he now inhabits. He carries a pet mouse named Sooty, a tiny friend he saved from a tavern fire. He wanders the world looking for a place where a gold-scaled monster from the slums can find a purpose other than bleeding for someone else's profit.

“While other dragonborn boasted of ancient lineages, Mordak only knew the bite of winter and the empty ache of hunger.”
From their backstory
Background
Urchin

Connections

Species

Dragonborn

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