Nerrik Mossback
Nerrik Mossback
Sheet
AC 19 · HP 9 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Second WindLevel 1
You have a limited well of stamina you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Shell DefenseTortleAs an action, you can withdraw into your shell. Until you emerge, you gain a +4 bonus to AC and advantage on Strength and Constitution saving throws, but your speed becomes 0 and you cannot take reactions. While in your shell, you can use a bonus action to emerge.
Always on
- Fighting Style: DuelingLevel 1
You have learned to harness your athletic prowess with dedicated training. Choose one of the following options. Dueling, while you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- ClawsTortleYour claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Hold BreathTortleYou can hold your breath for up to 1 hour.
- Natural ArmorTortleDue to your shell and tortoise-like skin, your AC is 17 when you are not wearing armor. You can use a shield and still benefit from this trait.
- Survival InstinctTortleYou have proficiency in the Survival skill.
- WandererOutlander
You can find food and fresh water for yourself and up to five others each day, provided the land offers berries, small game, water, and so forth.
Gear
7 itemsWeapons
- SpearA spear carved from ash wood, balanced for steady two-handed throwing or one-handed thrusting.
Armor
- ShieldA shield, painted with simple trail markings and strapped to the shell for travel and defense.
Gear
- Dungeoneer's PackA dungeoneer's pack containing an adventurer's essentials for travel and survival.
- Hunting Trap TrophyA trophy from an animal he has hunted, kept as a reminder of the wild.
- StaffA staff carried from the old trails of his youth.
- Traveler's ClothesTraveler's clothes suited to marshes, roads, and rain.
- Pouch of GoldA pouch containing 10 gp.
Appearance
A sturdy male tortle with a moss-streaked olive shell, deep amber eyes, and a weathered face marked by calm, unreadable patience. He carries a spear polished smooth by travel and a round shield painted with simple trail marks, dressed in practical frontier garb layered over his shell. His posture is still and deliberate, as if he is always listening to the world before deciding to move.
Mannerisms
He speaks slowly and rarely interrupts. When thinking, he lightly taps the edge of his shield with two fingers, and before making any serious choice, he crouches into a still, watchful posture as if listening to the ground.
Personality
Patient, observant, and quietly protective. Nerrik prefers measured action to bravado, but once he commits, he is unshakable. He has a dry sense of humor that appears only after long silence, and he values competence more than charm.
Ideals
Endurance. The world tests every creature, but those who endure with calm and discipline can outlast cruelty and chaos.
Bonds
He carries a carved reed charm from his homeland, the last gift of the elder who taught him how to find safe water. He will cross any distance to protect the people of that marsh, and he still hopes to lead the scattered survivors back there one day.
Flaws
He trusts routines more easily than people, and once he decides a path is the right one, it takes a real disaster to make him turn aside. He can be startlingly blunt when pressed, especially if someone wastes food, water, or time.
Quirks
Background
Shells are built for endurance, and so was Nerrik Mossback. He was born far from cities, in the slow green wetlands where the reeds whispered louder than most folk spoke. As a hatchling, he learned to measure time by the turning of storms, the migration of birds, and the patience of old hunters who taught that survival was less about strength than about knowing when to stand still. Nerrik took those lessons into his bones. He grew into a quiet tracker, a pathfinder who could read a broken branch or a bent blade of grass as easily as another person reads a map. When a blight spread through his home marsh, Nerrik led survivors through floodplain and forest, carrying the young, guiding the lost, and fighting when the path demanded it. He found that his calm made others trust him, and that a shield in steady hands could protect more than a sharpened blade alone. The road changed him from a lone wanderer into a disciplined guardian. Now he travels where he is needed most, not because he seeks glory, but because the world is large, uncaring, and full of people who need someone stubborn enough to keep walking.
“He was born far from cities, in the slow green wetlands where the reeds whispered louder than most folk spoke.”
- Background
- Outlander
Connections
Species
Tortle
Media
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