MO
MO
Sheet
AC 15 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- RageLevel 1
When When entering a dangerous fight or protecting an ally
As a Bonus Action, MO enters a battle rage, gaining resistance to physical weapon damage, increased Strength-based damage, and advantage on Strength checks and saving throws.
Always on
- Cleave
When When a Greataxe attack hits and the mastery condition is met
When MO hits a creature with his Greataxe and the Cleave mastery property applies, he can make an additional attack against another nearby creature within range, following the weapon mastery rules.
- Nick
When When using a Handaxe and the mastery condition is met
When MO makes a qualifying attack with a Handaxe, he can make an additional attack as part of the same action according to the Nick mastery property.
- Unarmored DefenseLevel 1
While you are not wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
- Weapon MasteryLevel 1
You can use the mastery properties of two Simple or Martial Melee weapons of your choice. MO has chosen Greataxe with the Cleave mastery property and Handaxe with the Nick mastery property. After a Long Rest, one chosen weapon can be replaced through practice.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. MO has chosen Perception.
- VersatileHumanYou gain an additional Origin feat of your choice. MO has chosen Tough.
- ToughHumanYour Hit Point maximum increases by an amount equal to twice your character level. At level 1, this grants 2 additional Hit Points.
- AlertCriminal
Alert. You gain a +2 bonus to Initiative. Immediately after rolling Initiative, you can swap your Initiative with that of one willing ally in the same combat, provided neither of you is Incapacitated.
Gear
6 itemsWeapons
- GreataxeA heavy two-handed martial axe used for decisive strikes. Weapon mastery: Cleave.
- 4×HandaxeLight thrown axes suitable for close combat or ranged attacks. One is trained for weapon mastery: Nick.
Tools
- Thieves' ToolsA set of precision tools for opening locks and disabling traps.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, and 50 feet of hempen rope.
- Brass Cell KeyA small brass key from the prison cell of MO's former friend.
Purse
- 15×Gold PiecesA leather pouch containing the character's remaining starting wealth.
Appearance
MO is a broad-shouldered human man with weathered olive skin, close-cropped black hair, and a square beard marked by a single gray streak. His nose has been broken twice, and a thin scar runs from his left eyebrow to his cheek. He wears practical leather wrappings, a battered dark green cloak, and a heavy iron clasp stamped with the symbol of a city watch precinct he once betrayed. His hands are callused from years of climbing, fighting, and hard labor. Despite his intimidating build, his eyes are watchful and unexpectedly gentle.
Mannerisms
MO counts exits whenever he enters a room, taps his thumb against his knuckles before making a difficult choice, and instinctively positions himself between strangers and anyone smaller or frightened. When angry, he becomes very quiet and speaks with precise formality.
Personality
MO is blunt, disciplined, and intensely protective. He rarely wastes words, but he listens carefully and remembers every kindness. He has a dry sense of humor that appears at the least expected moments. Around frightened people he becomes patient and reassuring, while around bullies he becomes terrifyingly direct.
Ideals
Justice must protect the powerless. Laws that exist only to enrich the strong are chains, not justice.
Bonds
He carries a small brass key taken from the cell of a friend who was wrongly imprisoned because of MO's former gang. He will risk everything to find that friend and bring the truth to light.
Flaws
MO is suspicious of authority, especially anyone who speaks in polished promises. He also believes that taking punishment is the same as making amends, so he often accepts blame that belongs to others and refuses help when he needs it most.
Quirks
Background
MO grew up in the crowded alleys beneath a river-port district, where being human meant being ordinary, overlooked, and easily replaced. He learned early that a quick hand, a quiet foot, and a strong back could keep hunger away. As a teenager, he joined a burglary crew that specialized in robbing corrupt merchants and smuggling food to families who could not afford it. The work began as survival, but MO became frighteningly good at it. When the crew's leader ordered the murder of a witness, MO refused. His refusal exposed the operation, but the resulting crackdown scattered his friends and left several innocent people imprisoned in his place. MO spent years carrying that guilt, drifting from town to town and using his strength as hired muscle. His rage first surfaced when he saw a child beaten by the same kind of gang he had once served. He discovered that his fury could become a shield, turning pain into power and fear into action. Now he follows a strict personal code. He obeys just laws, protects the vulnerable, and never steals from someone who has less than he does. He still knows every criminal trick in the book, but he uses those skills to dismantle predatory gangs, free the wrongfully imprisoned, and make certain that no one is abandoned because they lack the strength to fight back.
“He learned early that a quick hand, a quiet foot, and a strong back could keep hunger away.”
- Background
- Criminal
Connections
Species
Human
Media
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