Rurik Soot-Lung
Rurik Soot-Lung
Sheet
AC 14 · HP 25 · 25 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- RageLevel 1
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain advantage on Strength checks and Strength saving throws, a bonus to damage rolls, and resistance to bludgeoning, piercing, and slashing damage.
Always on
- Unarmored DefenseLevel 1
While you are not wearing any armor, your Armor Class equals 10 plus your Dexterity modifier plus your Constitution modifier. You can use a shield and still gain this benefit.
- Reckless AttackLevel 2
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Danger SenseLevel 2
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
- DarkvisionMountain DwarfYou 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.
- Dwarven ResilienceMountain DwarfYou have advantage on saving throws against poison, and you have resistance against poison damage.
- Dwarven Combat TrainingMountain DwarfYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- StonecunningMountain DwarfWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
- Dwarven Armor TrainingMountain DwarfYou have proficiency with light and medium armor.
- Guild MembershipGuild Artisan
As an established and respected member of a guild, you can rely on certain benefits. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good way to meet potential patrons, allies, or hirelings.
Gear
5 itemsWeapons
- GreataxeA heavy, two handed axe capable of devastating swings.
- 2×HandaxeA small axe that can be thrown or used in melee.
- 4×JavelinA heavy spear designed for throwing.
Tools
- Smith's ToolsThe tools of a blacksmith.
Gear
- Explorer's PackIncludes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Appearance
Rurik is a wide, solid dwarf with skin the color of cooled volcanic rock and a beard like a dying ember, dark red shot through with charcoal grey. He is perpetually covered in a fine layer of soot that seems to sweat out of his pores. He wears simple leather trousers and heavy boots, opting to go shirtless to reveal a tapestry of burn scars across his barrel chest. He carries a massive, soot-blackened greataxe that looks more like a tool of demolition than a refined weapon.
Mannerisms
Rurik often hums low, rhythmic smithing tunes during combat. He has a habit of spitting on his hands before starting any physical task, even if it is just opening a door.
Personality
Rurik is stoic and gruff, speaking in short, punchy sentences as if he's conserving his breath for the forge. He treats his companions like metal being tempered, often criticizing their technique or posture but always standing in front to take the heaviest blows. He has a dry, gallows humor and finds comfort in the rhythmic sound of metal striking metal.
Ideals
Integrity. A person is only as good as the work they leave behind and the word they keep.
Bonds
I will one day rebuild my forge and restore the Fireforge name to its former glory.
Flaws
I have a short fuse and tend to solve problems with my axe before I've even heard the question.
Quirks
Background
Rurik was once a master smith in the high mountain halls, famous for forging blades that never chipped and shields that never buckled. His life was defined by the steady heat of the forge and the order of the guild. However, a corrupt merchant guild rival conspired to destroy his reputation, eventually resorting to arson. Rurik was trapped inside his workshop as it burned, inhaling thick, magical soot while he watched his life's work melt into slag. He survived, but the fire never truly left his lungs. The order of the craftsman was replaced by a smoldering, uncontrollable fury. He left his home, carrying only his heavy smith's tools and the jagged remnants of his favorite axe, which he reforged into a crude instrument of war. Now, he wanders as a mercenary, finding that the only thing that quiets the burning in his chest is the heat of battle. He seeks to earn enough gold to build a new forge, one that cannot be burned, while hunting down the men who stole his peace.
“His life was defined by the steady heat of the forge and the order of the guild.”
- Background
- Guild Artisan
Connections
Species
Mountain Dwarf
Media
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