Feldina of the Hallofeir
Feldina of the Hallofeir
Sheet
AC 13 · HP 185 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- IntimidationCHA
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAction
- Intimidating PresenceLevel 10
Feldina can use an action to frighten one creature within 30 feet that can see and hear her. The creature must succeed on a Wisdom saving throw with DC 16 or be frightened for 1 minute, repeating the save at the end of each of its turns.
Bonus action
- Frenzy Attack
When While raging and frenzied
Make one additional melee weapon attack as a bonus action on each turn after entering a frenzy while raging. When the rage ends, gain one level of exhaustion.
- RageLevel 1
Feldina can enter a battle rage as a bonus action. While raging, she gains advantage on Strength checks and Strength saving throws, a +3 bonus to melee weapon damage using Strength, and resistance to bludgeoning, piercing, and slashing damage. She can rage 5 times per long rest, and her rage lasts up to 1 minute unless ended early.
- FrenzyLevel 3
Feldina can choose to enter a frenzy while raging. If she does, she can make a single additional melee weapon attack as a bonus action on each of her turns after the turn she entered the rage. When the rage ends, she suffers one level of exhaustion.
Reaction
- Retaliatory Strike
When A creature within 5 feet damages Feldina while she is raging
Make a melee weapon attack against a creature within 5 feet that damaged Feldina.
Always on
- Unarmored DefenseLevel 1
While not wearing armor, Feldina's AC equals 10 + her Dexterity modifier + her Constitution modifier. She can still use a shield and retain this benefit.
- Feral InstinctLevel 7
Feldina has advantage on initiative rolls. If surprised at the start of combat, she can act normally only if she enters her rage before doing anything else on that turn.
- Danger SenseLevel 2
Feldina has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She gains no benefit while blinded, deafened, or incapacitated.
- Reckless AttackLevel 2
When she makes her first attack on her turn, Feldina can attack recklessly, gaining advantage on Strength-based melee weapon attack rolls that turn, while attack rolls against her have advantage until her next turn.
- Extra AttackLevel 5
Feldina gains an additional attack whenever she takes the Attack action on her turn.
- Fast MovementLevel 5
Her speed increases by 10 feet while she is not wearing heavy armor.
- Brutal CriticalLevel 9
Feldina can roll one additional weapon damage die when determining the extra damage from a critical hit with a melee attack.
- Relentless RageLevel 11
When reduced to 0 hit points while raging, Feldina can make a DC 10 Constitution saving throw to drop to 1 hit point instead. The DC increases by 5 each time she uses this feature until she finishes a short or long rest.
- Persistent RageLevel 15
Feldina's rage ends early only if she falls unconscious or chooses to end it. She can still maintain rage even when she has not attacked or taken damage on a turn.
- Indomitable MightLevel 18
If Feldina's total for a Strength check is less than her Strength score, she can use her Strength score in place of the total.
- Primal ChampionLevel 20
Feldina's Strength and Constitution scores increase by 4, and their maximums increase to 24. These increases are already reflected in her listed ability scores.
- Mindless RageLevel 6
While raging, Feldina cannot be charmed or frightened. If she was already charmed or frightened when she entered her rage, the effect is suspended for the duration.
- RetaliationLevel 14
While raging, when a creature within 5 feet deals damage to Feldina, she can use her reaction to make a melee weapon attack against that creature.
- Ability Score ImprovementLevel 4
Feldina gains an Ability Score Improvement. Her fixed ability scores already include the ability improvements selected during character creation.
- Ability Score ImprovementLevel 8
Feldina gains an Ability Score Improvement. Her fixed ability scores already include the ability improvements selected during character creation.
- Ability Score ImprovementLevel 12
Feldina gains an Ability Score Improvement. Her fixed ability scores already include the ability improvements selected during character creation.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language of choice.
- WandererOutlander
Feldina has an excellent memory for maps and geography. She can always recall the general layout of terrain, settlements, and natural features she has seen, and she can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Gear
10 itemsWeapons
- GreataxeHeavy two-handed martial melee weapon, damage 1d12 slashing.
- 2×HandaxeLight melee or thrown weapons, damage 1d6 slashing, range 20/60 feet.
- 4×JavelinThrown martial weapons, damage 1d6 piercing, range 30/120 feet.
- StaffA simple wooden staff used for travel, defense, and marking trails.
Gear
- Explorer's PackContains a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Hunting trapA small metal trap used to catch game or restrain an unwary pursuer.
- Trophy from a slain animalA token taken from a defeated enemy of Inderfrey, kept as a reminder of the purge.
- Traveler's clothesRugged traveler's clothing suited to cold roads and wilderness camps.
- Beer bottleA battered bottle of strong beer, usually in Feldina's hand when she is not holding a weapon.
Purse
- 10×Gold piecesA small pouch containing starting coin.
Appearance
Feldina is an attractive human woman with long, flowing black hair, weather-darkened skin, and a powerful, athletic build shaped by hard travel and brutal work. Orange warpaint frames her eyes and sweeps across her cheekbones in jagged sunburst patterns. She wears dark leather armor, heavy boots, and a weather-stained cloak. Her voice is low and smoky, usually accompanied by the faint clink of a beer bottle in one hand. When angered, her breathing becomes slow and deliberate before erupting into a raw, delighted battle cry.
Mannerisms
Feldina rolls the beer bottle slowly between her fingers while listening, never quite looking away from the person speaking. Before a fight, she inhales through her nose, holds her breath for three heartbeats, and exhales with a grin. When furious, her speech becomes unnervingly soft and precise before her rage breaks loose.
Personality
Feldina is bold, magnetic, and openly suspicious of polished manners. She treats strangers as potential drinking companions until they prove themselves cruel, cowardly, or humorless. She loves difficult roads, strong drink, loud music, and people who keep their promises when nobody is watching.
Ideals
Freedom. No ruler, god, army, or tradition has the right to put a chain around another person's life. If a law protects cruelty, breaking it is the honest thing to do.
Bonds
The surviving people of Inderfrey are her responsibility, especially those who still hide under false names. She will cross any wilderness and challenge any authority to protect them.
Flaws
Feldina mistakes restraint for weakness and has little patience for anyone who asks her to wait while injustice is happening. She drinks to quiet memories that refuse to stay buried, and when cornered emotionally, she turns a conversation into a challenge before she realizes what she has done.
Quirks
Background
Feldina was born among the Hallofeir, a hard-traveling human people who measured adulthood by the distance one could cross, the weight one could carry, and the number of storms one could sleep through. She learned the old paths through forest and mountain, how to read animal tracks beneath rain, and how to keep a fire alive in wind that wanted it dead. Her temper was always close to the surface, but among the Hallofeir that was not considered a failing. Anger was treated as weather, dangerous when ignored and useful when understood. The purge of Inderfrey changed the shape of her life. Feldina survived by leading a handful of refugees through abandoned mining trails and frozen ravines, fighting only when escape was no longer possible. She emerged with a hatred of cages, proclamations, and anyone who claims cruelty is necessary because it is orderly. Now she travels as a sellsword, guide, and sometime drinking companion, carrying the memory of Inderfrey in her warpaint and the Hallofeir in every road she refuses to call unfamiliar. She laughs loudly, fights harder, and never lets an enemy decide where the battle will happen.
“Her temper was always close to the surface, but among the Hallofeir that was not considered a failing.”
- Background
- Outlander
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Feldina of the Hallofeir into a sheet
A high-res, share-ready sheet you can post or print.