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gurT - AI-generated fantasy Character

gurT

Human · Barbarian (Path of the Berserker) · Level 15 · Folk Hero

gurT

gurT is direct, warm-hearted, and intensely protective.
AC13
HP170/170
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 170 · 40 ft.
AlignmentChaotic GoodGenderNonbinaryAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Leatherworker's tools,
Vehicles (land)

Languages

Common,
Dwarvish

Features

31 features

Bonus action

  • Frenzied Assault

    When While raging and frenzied

    GurT attacks twice with the Attack action, then makes a third melee attack as a bonus action.

  • Primal Path, Path of the BerserkerLevel 3

    GurT gains the Path of the Berserker subclass and can enter a frenzy while raging. During a frenzy, gurT can make a single melee weapon attack as a bonus action on each turn after entering the rage. When the frenzy ends, gurT suffers one level of exhaustion.

  • FrenzyLevel 3

    GurT can use a bonus action to enter a rage, and can no longer be surprised while conscious. GurT can also use a bonus action to enter a frenzy while raging.

  • Ability Score ImprovementLevel 4

    GurT increases Strength by 1 and Constitution by 1, already reflected in the ability scores. GurT can also make an additional melee weapon attack as a bonus action after taking the Attack action on their turn.

  • Feral InstinctLevel 7

    GurT gains advantage on initiative rolls and can enter a rage as a bonus action even when surprised. Their primal instincts are exceptionally sharp.

Reaction

  • Relentless Counterblow

    When A hostile creature within reach reduces gurT to 0 hit points

    GurT makes a melee weapon attack as a reaction after being reduced to 0 hit points, if the attack would not immediately kill them.

  • Relentless RageLevel 11

    GurT can make a single melee weapon attack as a reaction when a hostile creature within reach drops gurT to 0 hit points. The attack occurs before gurT falls unconscious.

Always on

  • Enter Rage

    When Bonus action while not wearing heavy armor

    GurT enters a battle fury, gaining advantage on Strength checks and Strength saving throws, +3 melee damage, and resistance to bludgeoning, piercing, and slashing damage.

  • Reckless AttackLevel 2

    When First attack on gurT's turn

    GurT attacks with reckless abandon, gaining advantage on Strength-based melee attacks this turn while exposing themselves to attacks.

  • Intimidating PresenceLevel 14

    When Action

    GurT attempts to frighten one creature within 30 feet that can see or hear them.

  • RageLevel 1

    While raging, gurT gains advantage on Strength checks and Strength saving throws, a bonus to melee weapon damage, and resistance to bludgeoning, piercing, and slashing damage. GurT can rage 5 times per long rest, and each rage lasts up to 1 minute if maintained through combat.

  • Danger SenseLevel 2

    GurT has advantage on Dexterity saving throws against effects they can see, such as traps and spells. GurT does not gain this benefit while blinded, deafened, incapacitated, or otherwise unable to perceive the danger.

  • Extra AttackLevel 5

    GurT's speed increases by 10 feet while not wearing heavy armor. GurT can make two attacks when taking the Attack action.

  • Fast MovementLevel 5

    GurT can move through the space of a creature at least one size larger than them, and can climb difficult surfaces without extra movement. GurT can also jump farther and higher using Strength.

  • Mindless RageLevel 6

    GurT can no longer be frightened while raging. If frightened when entering a rage, the effect is suspended for the duration of the rage.

  • Feral InstinctLevel 7

    GurT can follow tracks, find food and water, and identify the presence of nearby creatures while traveling in the wilderness.

  • Feral InstinctLevel 7

    GurT gains advantage on initiative rolls. If surprised at the start of combat, gurT can act normally by entering a rage before doing anything else on their first turn.

  • Ability Score ImprovementLevel 8

    GurT increases Strength by 2, already reflected in the ability scores.

  • Brutal CriticalLevel 9

    GurT gains resistance to bludgeoning, piercing, and slashing damage while raging, including damage from magical weapons.

  • Brutal Critical ImprovementLevel 9

    GurT can make one additional weapon damage die when determining the extra damage of a critical hit with a melee attack while raging.

  • Ability Score ImprovementLevel 12

    GurT increases Constitution by 2, already reflected in the ability scores.

  • Rage ImprovementLevel 12

    GurT can enter a rage five times between long rests.

  • Brutal Critical ImprovementLevel 13

    GurT can make one additional weapon damage die when determining the extra damage of a critical hit with a melee attack while raging.

  • Persistent RageLevel 15

    GurT gains advantage on Strength checks and Strength saving throws while raging, and their rage damage bonus is +3.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language of choice.
  • Rustic HospitalityFolk Hero

    Common folk will shelter gurT, hide them from pursuers, and offer basic aid because of their reputation as a champion of ordinary people.

Gear

10 items

Weapons

  • Greataxe
    A heavy two-handed battleaxe with a broad iron head and a haft marked by old village carvings.
  • 2×
    Handaxe
    Light thrown axes used as backup weapons or tools in the wilderness.
  • 4×
    Javelin
    Simple spears useful for throwing or close combat.

Tools

  • Artisan's Tools, Leatherworker's Tools
    Leatherworker's tools used to repair straps, harnesses, and worn armor.

Gear

  • Explorer's Pack
    A sturdy pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
  • Shovel
    A practical shovel carried as a reminder of the fields and graves gurT left behind.
  • Iron Pot
    A battered iron cooking pot large enough to feed a small traveling group.
  • Common Clothes
    Plain common clothing, patched repeatedly but kept clean and serviceable.
  • Village Sash
    A faded red wool sash belonging to gurT's home village.

Purse

  • 10×
    Gold Pieces
    Savings gathered through honest work, odd jobs, and grateful gifts from villagers.

Appearance

gurT is a broad-shouldered human with weathered bronze skin, a crooked nose, and thick black hair threaded with gray. A jagged scar runs from the left temple to the jaw, and a short, carefully braided beard is bound with bits of copper wire. Their arms are covered in faded charcoal markings depicting village animals, old farm tools, and the names of people they have sworn to protect. gurT favors battered traveling leathers, a red wool sash from their home village, and a massive greataxe whose haft is polished smooth from years of use.

Mannerisms

gurT rolls their shoulders before answering difficult questions, taps the flat of their axe against the ground when thinking, and lowers their voice instead of raising it when truly angry. They always inspect a meal before eating it, then silently set aside the best portion for the youngest or most frightened person present.

Personality

gurT is direct, warm-hearted, and intensely protective. They laugh loudly at bad jokes, distrust polished manners, and prefer people who say exactly what they mean. They are patient with the frightened and suspicious of anyone who claims that suffering is necessary for order. In quiet moments, gurT is unexpectedly gentle, especially with animals, children, and exhausted travelers.

Ideals

Strength exists to protect the vulnerable. Anyone powerful enough to command others has a responsibility to serve them, not feed upon them.

Bonds

The people of gurT's home village are family. Their red wool sash is a sacred reminder that every victory must eventually benefit ordinary folk.

Flaws

Once gurT decides someone is a tyrant, they assume every compromise is cowardice. They have a dangerous temper when innocent people are threatened and will sometimes choose a dramatic confrontation over a safer plan.

Quirks

GurT names every campfire and insists on saying goodnight to it.
They collect broken tools from villages they help and forge them into small protective charms.
They cannot pass a field, orchard, or garden without checking whether it needs repair.
They count their breaths before entering a rage, though they rarely make it past three.

Background

gurT was born in a small farming village where every person was expected to carry their share of the harvest, the winter stores, and the community's troubles. They were never the cleverest villager, but they were impossibly strong, stubbornly loyal, and quick to stand between danger and anyone who could not stand for themselves. When a band of armed tax collectors came to seize the village's grain during a famine, gurT broke their commander’s sword over a millstone, drove the soldiers from the valley, and became a folk hero before sunset. The victory did not end the danger. The commander belonged to a powerful regional lord, and the village was threatened with reprisals. gurT left home willingly, carrying the village's old axe and a promise that no distant ruler would ever again decide whether their neighbors lived or starved. Years on the road turned raw anger into disciplined fury. gurT learned to fight monsters, warlords, and their own temper, though the last lesson remains unfinished. They now travel wherever common people are being crushed by stronger forces, seeking allies, gathering stories, and building the reputation needed to make tyrants afraid of the name gurT.

“The commander belonged to a powerful regional lord, and the village was threatened with reprisals.”
From their backstory
Background
Folk Hero

Connections

Species

Human

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