Alora
Alora
Sheet
AC 12 · HP 14 · 35 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
12 featuresBonus action
- Enter Rage
When When combat begins or when she needs overwhelming physical force
As a Bonus Action, Alora enters a battle fury, gaining the benefits of Rage for up to 1 minute, subject to the feature's ending conditions. She can use this feature twice per Long Rest.
- RageLevel 1
You can enter a rage as a Bonus Action while not wearing heavy armor. You can do so twice per Long Rest. While raging, you have Resistance to Bludgeoning, Piercing, and Slashing damage, gain a +2 Rage Damage bonus on Strength-based attacks and Strength checks, and have Advantage on Strength checks and Strength saving throws. The rage ends early if you do not attack a hostile creature or take damage during a turn, or if you end it as a Bonus Action.
Always on
- Greataxe Cleave
When After hitting with a Greataxe
When Alora hits a creature with a melee weapon attack using a Greataxe, she can cleave into another nearby creature under the weapon's mastery rules.
- Handaxe Nick
When When using a Handaxe during the Attack action
When Alora makes an attack with a Handaxe as part of the Attack action, the weapon's Nick mastery can allow an additional attack with another light weapon as part of that same action, subject to the mastery rules.
- Unarmored DefenseLevel 1
While 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 gain the Weapon Mastery property with two Simple or Martial weapons of your choice. Alora has mastery with the Greataxe, allowing Cleave, and the Handaxe, allowing Nick, provided the weapon is used according to its mastery rules.
- DarkvisionElfYou have Darkvision with a range of 60 feet.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in the Perception skill.
- TranceElfYou do not need to sleep, and completing a Long Rest requires only 4 hours of meditation, during which you retain awareness.
- Elven Lineage, Wood ElfElfYour Speed is 35 feet. You know the Druidcraft cantrip. Starting at character level 3, you can cast Longstrider once per Long Rest without a spell slot. Starting at character level 5, you can cast Pass without Trace once per Long Rest without a spell slot. Wisdom is your spellcasting ability for these spells.
- Military RankSoldier
Alora retains the respect and authority associated with her former military rank. Soldiers and veterans recognize her service and may offer her temporary shelter, information, or aid. She can also invoke her rank to influence other members of her former organization.
Spells
1 spellSpellcasting. Alora casts with Wisdom ( to hit with spell attacks).
Cantrips (at will):
Gear
12 itemsWeapons
- GreataxeA heavy two-handed axe suitable for powerful sweeping blows. Weapon mastery: Cleave.
- 4×HandaxeA light one-handed axe suitable for throwing or close combat. Weapon mastery: Nick.
- SpearA simple spear issued as a military field weapon.
- ShortswordA short, balanced blade useful as a sidearm.
- Light CrossbowA light crossbow with ammunition for ranged attacks.
Tools
- Gaming SetA gaming set used by soldiers to pass time during watches and marches.
Gear
- Explorer's PackA pack containing standard adventuring supplies such as bedroll, rope, rations, tinderbox, and other travel gear.
- 20×BoltsCrossbow bolts suitable for the light crossbow.
- Healer's KitA small kit containing supplies for treating ordinary battlefield injuries.
- QuiverA container for carrying the crossbow bolts.
- Traveler's ClothesRugged clothing suited to travel and military service.
Purse
- 14×Gold PiecesSpending money retained from military service.
Appearance
Alora is a tall, broad-shouldered wood elf with copper-brown skin weathered by cold marches, rain, and long days beneath open skies. Her dark auburn hair is gathered into a practical braid threaded with bits of green cord from old military pennants. She stands with her weight slightly forward, as if ready to move before anyone else has decided where to go. Her hands are callused from axe hafts, bowstrings, and field repairs, while a faded green cloak hangs heavily from one shoulder. Her expression is usually alert and wry, and her long ears are decorated with small wooden rings carved like leaves.
Mannerisms
When waiting, Alora balances on the balls of her feet and keeps one hand loosely near her weapon, never quite relaxing her shoulders. She tests the wind before entering unfamiliar places, taps twice against a doorframe before opening it, and addresses frightened people in the calm tone she once used with new recruits.
Personality
Alora is blunt, energetic, and fiercely attentive to anyone who seems overlooked. She prefers honest disagreement to polite deception and has an easy laugh that often arrives at the worst possible moment. Beneath her confidence is a patient instinct for protecting the vulnerable. She is comfortable carrying the heaviest load, taking the first watch, and standing closest to the danger, but she is deeply uncomfortable when others try to care for her in return.
Ideals
Freedom. No commander, crown, or tradition has the right to spend another person's life without their consent. Strength matters most when it is used to give others the freedom to choose.
Bonds
The soldiers of her old company are her chosen family, especially the frightened recruits she once led through a disastrous winter retreat. She carries their faded green pennant and intends to find every survivor who was scattered after the company was disbanded.
Flaws
Alora mistakes hesitation for cowardice, including in herself. When frightened, she becomes more forceful, more reckless, and less willing to listen. She also has a stubborn habit of treating every disagreement like the opening move of a tactical dispute.
Quirks
Background
Alora was born beneath the deep green canopy of an elven borderwood, where her family served as wardens, couriers, and scouts between isolated settlements. She learned early that the forest did not care whether someone was elegant, clever, or ancient. It cared whether they noticed the storm before it arrived and whether they stood between danger and the people behind them. Her strength became remarkable even by elven standards, and she developed a direct, physical style of problem-solving that made her both useful and difficult to discipline.
“She learned early that the forest did not care whether someone was elegant, clever, or ancient.”
- Background
- Soldier
Connections
Species
Elf
Media
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