Aleyrok
Aleyrok
Sheet
AC 11 · HP 14 · 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
8 featuresBonus action
- RageLevel 1
Aleyrok can enter a rage as a bonus action. While raging, he gains advantage on Strength checks and Strength saving throws, a +2 bonus to melee weapon damage rolls using Strength, and resistance to bludgeoning, piercing, and slashing damage. The rage lasts for up to 1 minute, ending early if he is knocked unconscious or if his turn ends without him attacking a hostile creature or taking damage. He can rage twice per long rest.
Always on
- Unarmored DefenseLevel 1
While not wearing armor, Aleyrok's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
- DarkvisionHalf-OrcAleyrok can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he cannot discern color in darkness.
- MenacingHalf-OrcAleyrok is proficient in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Aleyrok can drop to 1 hit point instead. This trait can be used once per long rest.
- Savage AttacksHalf-OrcWhen Aleyrok scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Orcish BloodHalf-OrcAleyrok can speak, read, and write Common and Orc.
- WandererOutlander
Aleyrok has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and other features around him, and he can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Gear
8 itemsWeapons
- GreataxeA heavy two-handed martial weapon used to deliver devastating blows.
- 2×HandaxeLight thrown weapons kept in a belt loop or tucked into his boots.
- StaffA simple wooden staff used as a walking stick and emergency weapon.
Gear
- Explorer's PackA sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting TrapA metal trap used to catch small or medium beasts.
- Trophy from a slain animalA trophy taken from a defeated animal, kept as proof that the wilderness still accepts him.
- Traveler's ClothesPractical clothing suited for travel through harsh terrain.
Purse
- Pouch of GoldCoins saved from odd jobs and occasional mercenary work.
Appearance
Aleyrok is a powerfully built half-orc with dark olive-gray skin, a broad jaw, prominent lower tusks, and long black hair usually tied with strips of worn leather. A jagged scar crosses his left shoulder, a reminder of the raid that took him from his village. He wears weather-stained traveling clothes, a rough fur mantle, and carries a massive greataxe that looks better maintained than the rest of his gear. His amber eyes are watchful and wary, always searching for exits, movement, or signs of danger.
Mannerisms
Aleyrok crouches instead of sitting whenever possible, keeps his back near a wall, and studies people's hands before their faces. He speaks in short, direct sentences and pauses before answering questions about his past. When angered, he rolls one shoulder, bares his tusks, and taps the haft of his greataxe twice against the ground.
Personality
Aleyrok is guarded, practical, and fiercely independent. He understands survival better than conversation and prefers clear threats to polite deception. Around strangers he is quiet and watchful, but around animals and other outcasts he becomes unexpectedly patient. He has a dry, literal sense of humor and often misunderstands social rituals, especially when people say one thing while meaning another.
Ideals
Freedom. No person, law, tribe, or god has the right to own another living being. Aleyrok would rather face the wilderness alone than live safely under someone else's authority.
Bonds
He carries a small, charred wooden token from his childhood village and will risk his life to protect children or captives threatened by raiders.
Flaws
He assumes that kindness is usually a hidden bargain and reacts badly when others try to control, command, or pity him. When frightened or confused by social expectations, he may respond with sudden aggression rather than admit that he does not understand.
Quirks
Background
Aleyrok was still a child when human raiders descended on his village. The attack came before dawn, through smoke and screaming, and he remembers being dragged away while clutching a broken wooden toy. He was carried far from the wild places that had raised him and sold into a human settlement, where he grew up among people whose customs, laws, and unspoken rules always seemed designed to test him. He learned their language, their trades, and the dangerous art of appearing harmless, but he never learned to feel at home among them. As he grew older, Aleyrok escaped during a winter journey through the frontier. He returned to the wilderness and discovered that the open land made more sense than any human town. Hunger was honest, weather was honest, and beasts never pretended that a promise meant something different from the words spoken. His anger, once buried beneath years of fear and confusion, became a weapon. Now he wanders from settlement to settlement, taking work when he needs coin and disappearing into the wild whenever people begin asking too many questions. He is not searching for revenge alone. He is searching for a place where no one can claim ownership of him again.
“The attack came before dawn, through smoke and screaming, and he remembers being dragged away while clutching a broken wooden toy.”
- Background
- Outlander
Connections
Species
Half-Orc
Media
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