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Hessa Thornbellow - AI-generated fantasy Character

Hessa Thornbellow

Half-Orc · Barbarian (Path of the Totem Warrior) · Level 6 · Outlander

Hessa Thornbellow

Quietly observant, fiercely protective, and disarmingly dry-witted.
AC12
HP59/59
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 59 · 40 ft.
AlignmentChaotic GoodGenderFemaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Languages

Common,
Orc

Features

14 features

Action

  • Extra AttackLevel 5

    If you take the Attack action on your turn, you can make one additional weapon attack as part of the same action.

Bonus action

  • RageLevel 1

    You can enter a rage as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and Strength saving throws, and bonus melee damage with Strength attacks. You can rage 4 times per long rest, and your rage lasts 1 minute unless you are knocked unconscious or end it early.

  • Totem Spirit, EagleLevel 3

    Starting at 3rd level, while you are raging, you can use a bonus action on each of your turns to take the Dash action, and you are not affected by opportunity attacks when you use the Dash action this way.

Always on

  • Unarmored DefenseLevel 1

    While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells, as long as you are not blinded, deafened, or incapacitated.

  • Fast MovementLevel 5

    Your walking speed increases by 10 feet while you are not wearing heavy armor.

  • Spirit SeekerLevel 3

    Starting at 3rd level, you can cast the beast sense and speak with animals spells as rituals. Wisdom is your spellcasting ability for these spells.

  • Aspect of the Beast, EagleLevel 6

    Starting at 6th level, you gain the ability to move stealthily at a normal pace while traveling alone, and you are keenly attuned to the wilderness and the creatures within it.

  • Aspect of the Beast, BearLevel 6

    Starting at 6th level, your carrying capacity is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

  • DarkvisionHalf-OrcYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
  • Relentless EnduranceHalf-OrcWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.
  • Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five others, provided the land offers any.

Spells

2 spells

Spellcasting. Hessa Thornbellow casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level:

2nd level:

Gear

9 items

Weapons

  • Greataxe
    A heavy two-handed axe chosen as the principal weapon of the road.
  • 2×
    Handaxe
    Light backup axes for close work and throwing.
  • 4×
    Javelin
    A bundle of hunting javelins for ranged use.

Gear

  • Explorer's Pack
    A travel kit containing essentials for a hard-lived life outdoors.
  • Staff
    A worn staff used on long walks and as a walking aid.
  • Hunting Trap
    A trap used for small game and warnings on the trail.
  • Trophy of a Dead Animal
    A keepsake from a defeated or deeply respected beast.
  • Traveler's Clothes
    Sturdy clothing suited to travel and weather.

Purse

  • Belt Pouch with 10 gp
    A belt pouch with coins for emergencies.

Appearance

A tall half-orc woman with copper skin, one tusk chipped short from an old brawl, and a long black braid tied with eagle feathers. She wears weather-worn hide and travel wraps marked with charcoal symbols of her clan, and carries herself like someone always measuring the wind. Her left arm is covered in faded scars from claws, arrows, and one memorable bear bite.

Mannerisms

She speaks to animals as if they are senior cousins, pauses mid-sentence to listen to distant sounds, and taps two fingers against her sternum before any difficult choice. When anger rises, she goes very still, then moves with sudden animal precision.

Personality

Quietly observant, fiercely protective, and disarmingly dry-witted. She prefers the company of wolves, ravens, and patient people. She rarely boasts, but once she commits to a cause, she is immovable.

Ideals

Freedom. No king, law, or bloodline should own a person's road. Strength is meant to open paths, not close them.

Bonds

She carries her mother's carved riverstone at her belt and will risk herself to protect anyone who cannot return safely to home. She also keeps a list of every trail, cairn, and ruin where she has heard the totem-spirits speak.

Flaws

She trusts omens more readily than careful planning, and she can become stubbornly convinced that a bad feeling is a divine warning. When insulted, she answers too quickly with force, then regrets it after the blood is already on the ground. She also has a habit of taking on burdens she cannot carry alone, as if proving strength is the same thing as refusing help.

Quirks

She collects unusual feathers and knots them into her braid after every hard journey.
She refuses to cross a stream without touching the water and whispering a greeting.
She can identify at least three bird calls but pretends not to know more.
She laughs only after everyone else has stopped laughing.

Background

Hessa Thornbellow was born at the edge of two worlds, the daughter of an orc caravan scout and a human reed-herbalist who lived from the road and the river alike. In the wild hills north of civilization, she learned to read weather by the way birds scattered, to hunt by scent and broken grass, and to listen when older folk muttered that the land itself was speaking back. The spirits began as a discomfort at first, a pressure in the ribs when she trespassed, a sudden certainty that a cliff path was unsafe, a warm, animal sense that she was being watched by something ancient and patient. When she finally answered those signs instead of dismissing them, the answers came in the language of the eagle, the bear, and the open sky.

“When she finally answered those signs instead of dismissing them, the answers came in the language of the eagle, the bear, and the open sky.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

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