Skritch Red-Sash
Skritch Red-Sash
Sheet
AC 14 · HP 45 · 30 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
19 featuresAction
- Extra AttackLevel 5
You can make two attacks, instead of one, whenever you take the Attack action on your turn.
- Grovel, Cower, and BegKoboldAs an action on your turn, you can distract enemies within 10 feet of you. Until the end of your next turn, your allies gain advantage on attack rolls against those enemies. Once you use this trait, you cannot use it again until you finish a short or long rest.
Bonus action
- Enter Rage
When Bonus action
You can enter a battle rage as a bonus action, gaining offensive and defensive benefits for up to 1 minute.
- RageLevel 1
You can enter a battle rage as a bonus action. While raging, you gain advantage on Strength checks and Strength saving throws, a +2 bonus to melee weapon damage rolls using Strength, and resistance to bludgeoning, piercing, and slashing damage. You cannot cast spells or concentrate on them while raging. You can rage three times per long rest.
- FrenzyLevel 3
When you use your Frenzy feature, you can make a single melee weapon attack as a bonus action on each of your turns after this one for the duration of your rage. You suffer one level of exhaustion when your rage ends.
Always on
- Twin Strikes
When Attack action
Make two weapon attacks when taking the Attack action.
- Reckless Assault
When First melee attack on your turn
Attack recklessly with advantage using Strength, allowing enemies advantage against you until your next turn.
- Frenzied Follow-Up
When Bonus action during rage
Make a bonus-action melee weapon attack during later turns of a rage, then gain one level of exhaustion when the rage ends.
- Unarmored DefenseLevel 1
While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Barbarian ProficienciesLevel 1
You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.
- Primal PathLevel 3
You follow the Path of the Berserker, gaining access to its features.
- Reckless AttackLevel 2
You can attack recklessly. When you make your first attack on your turn, you can gain advantage on melee weapon attack rolls using Strength during that turn, but attack rolls against you have advantage until your next turn.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells, provided you are not blinded, deafened, or incapacitated.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- DarkvisionKoboldYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Pack TacticsKoboldYou have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldYou have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Kobold speedKobold30 feet.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and natural features you have seen. You can find food and fresh water for yourself and up to five other people each day, provided the land offers it.
Gear
10 itemsWeapons
- GreataxeA massive two-handed battleaxe with a chipped iron edge and a leather-wrapped haft.
- 2×HandaxeBalanced throwing axes kept at his belt for opening attacks or emergencies.
- 4×JavelinLong wooden spears suitable for throwing or forming a defensive line.
Tools
- StaffA wooden staff used for walking, cooking, and marking trails.
Gear
- Explorer's packA durable pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel supplies.
- Hunting trapA metal trap used to catch small game or restrain pursuers.
- Trophy from a slain animalA preserved claw from the first large beast Skritch defeated alone.
- Traveler's clothesRough, practical clothing suited to wilderness travel.
- Belt pouchA small pouch containing his starting funds.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
A small, wiry kobold with rust-red scales, a pale scar across his snout, bright amber eyes, and oversized ears nicked from years of fighting. He wears battered arena leathers reinforced with scavenged metal plates, a red cloth sash taken from his former clutch, and a necklace of polished teeth from opponents he defeated. His tail is unusually long and expressive, often lashing with excitement before a fight.
Mannerisms
Skritch crouches low when listening, tilts his head sharply when confused, and taps the flat of his greataxe against the ground before a fight. He refers to larger opponents as 'walking trophies' and announces his attacks with dramatic arena nicknames.
Personality
Skritch is theatrical, energetic, and fiercely determined to be taken seriously. He treats every conversation like a performance and every obstacle like an arena opponent. Beneath his bravado, he is protective of smaller or frightened creatures and has an instinctive hatred of bullies who use size or status to dominate others.
Ideals
Freedom. No clutch, king, or arena master should decide what someone is worth. Every creature deserves the chance to prove itself.
Bonds
The red sash from his former clutch is his most treasured possession. He intends to win a famous arena championship and return home carrying the champion's trophy, so his people can never again call him worthless.
Flaws
He cannot resist accepting a challenge, even when the odds are absurd or the timing is disastrous. He is deeply sensitive about being treated as weak and may respond to a harmless joke with reckless aggression. Skritch also exaggerates his victories, sometimes inventing entire opponents to make a story more impressive.
Quirks
Background
Skritch was born beneath a ruined watchtower, among a kobold clutch that survived by stealing scraps from passing caravans and hiding from larger predators. He was always too loud, too bold, and too eager to challenge creatures his elders believed were far beyond him. When Skritch led a reckless raid to recover food for starving hatchlings, his plan succeeded, but he also brought a band of adventurers back to the lair. The clutch survived, yet the elders blamed him for the danger. As punishment, Skritch was banished, carrying only a crude spear, a red sash, and the command never to return. He wandered from den to den until he reached a city where gladiatorial contests drew enormous crowds. At first, Skritch entered the arena as a joke, expected to be crushed by larger fighters. Instead, he survived through speed, cunning, and a refusal to stay down. He learned to turn the audience's laughter into cheers, then cheers into coin. Skritch now travels as an outlander and aspiring champion, seeking worthy opponents and a victory grand enough to prove that even the smallest warrior can become legendary. He fights for glory, but also dreams of returning to his old home one day, not as an exile begging forgiveness, but as a champion whose name will protect the clutch that cast him out.
“He was always too loud, too bold, and too eager to challenge creatures his elders believed were far beyond him.”
- Background
- Outlander
Connections
Species
Kobold
Media
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