Skip to content
CreatePricing
Nar Bloodhand - AI-generated fantasy Character

Nar Bloodhand

Half-Orc · Fighter (Champion) · Level 3 · Soldier

Nar Bloodhand

Nar is guarded, observant, and blunt, but not cruel.
AC18
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 24 · 30 ft.
AlignmentChaotic GoodGenderMaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set,
Vehicles, land

Languages

Common,
Orc

Features

11 features

Bonus action

  • Second WindLevel 1

    When When Nar is injured and needs to recover quickly.

    Nar uses a bonus action to regain 1d10 + 3 hit points. Once used, this move recharges after a short or long rest.

Always on

  • Action SurgeLevel 2

    When When a decisive burst of effort can turn the battle.

    Nar takes one additional action on his turn. Once used, this move recharges after a short or long rest.

  • Improved CriticalLevel 3

    When Whenever Nar makes a weapon attack.

    Nar's weapon attacks score a critical hit on a roll of 19 or 20.

  • Fighting Style: DefenseLevel 1

    Nar chooses Defense. While wearing armor, he gains a +1 bonus to AC.

  • Martial Archetype: ChampionLevel 3

    Nar has trained as a Champion, focusing on straightforward martial excellence and decisive violence.

  • DarkvisionHalf-OrcNar can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Nar can drop to 1 hit point instead. This can be used once per long rest.
  • Savage AttacksHalf-OrcWhen Nar scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage.
  • MenacingHalf-OrcNar is proficient in the Intimidation skill.
  • Orcish ResilienceHalf-OrcNar's half-orc heritage grants him exceptional physical endurance and a formidable presence.
  • Military RankSoldier

    Nar retains the respect and recognition of soldiers, mercenaries, and members of military organizations. He can identify the insignia, rank structure, and basic customs of many armed groups, and can secure limited aid from sympathetic soldiers when appropriate.

Gear

12 items

Weapons

  • Longsword
    A versatile one-handed martial blade used with the shield.
  • 2×
    Handaxe
    Light thrown martial weapons kept for close ambushes or emergencies.
  • Light crossbow
    A ranged weapon with a quiver of ammunition.

Armor

  • Chain mail
    Heavy metal armor providing AC 16 before the Defense fighting style and shield.
  • Shield
    A sturdy wooden shield bearing scratches from pit fights and road work. Grants +2 AC.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Explorer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Insignia of rank
    A small insignia from a former military or mercenary organization, kept as proof that Nar once belonged somewhere.
  • Trophy from a fallen enemy
    A trophy taken from a fallen enemy, a broken iron ring from one of the pit masters.
  • Gaming set
    A set of bone dice used to pass time and judge the honesty of strangers.
  • Common clothes
    Plain clothing suitable for travel and manual work.

Purse

  • 10×
    Gold pieces
    Starting currency from Nar's soldier background.

Appearance

Nar Bloodhand is a broad-shouldered half-orc with dark gray-green skin, a heavy jaw, and a pair of lower tusks worn smooth from years of biting through pain. His black hair is shaved close on the sides and tied into a short knot at the back. A crooked scar runs from his left temple to the edge of his mouth, while old rope burns circle both wrists. He wears battered chain mail beneath a red-brown traveling coat, with a scarred wooden shield marked by a faded Tymoran symbol that he did not carve himself. His hands are stained dark with old blood and iron dust, which earned him his name in the fighting pits.

Mannerisms

Nar stands with his back to walls and keeps doors within sight. He rolls one shoulder before a fight, checks the fit of his shield strap whenever he is nervous, and speaks in short, deliberate sentences. When someone uses the word property, his expression goes completely still.

Personality

Nar is guarded, observant, and blunt, but not cruel. He has a soft spot for debtors, runaways, frightened children, and anyone trying to look brave while clearly outmatched. He distrusts polished officials and wealthy patrons, yet he is quick to respect people who keep their promises. Nar rarely laughs loudly, but he has a dry, sudden sense of humor that appears when danger is at its worst.

Ideals

Freedom. No law is just if it exists only to protect the people who can afford it. A person is worth more than a contract, a debt, or a name written in someone else's ledger.

Bonds

I owe my freedom to the unknown woman who opened my cell. I will find her, learn why she freed me, and repay the debt without becoming anyone's possession again.

Flaws

Nar assumes every official story has a hidden owner and every kind offer has a price. He is quick to threaten people who remind him of his captors, and once his anger starts, he finds it difficult to stop before someone gets hurt.

Quirks

He silently counts exits whenever he enters a building.
He leaves a copper coin at every shrine to Tymora, even when he cannot spare it.
He refuses to sleep in a locked room.
He names every shield he uses, though he claims the names are only for convenience.

Background

Luskan never called what happened to Nar slavery. The city preferred cleaner words, debt, punishment, seizure, inventory. He learned that laws could be made to mean whatever a wealthy man needed them to mean, especially when the person being beaten had green-gray skin and tusks. Nar put himself between a moneyed creditor and a smaller debtor who could not pay. By the time the guards arrived, the story had already been purchased. Nar was sent to the Prisoners' Carnival, a public square dressed as justice, with a fighting pit run by the Coin Spinners in the gutted remains of an old temple of Tymora. There, an unnamed handler gave him a debt and a schedule, then turned him into entertainment for people who liked to wager on suffering. Nar stopped counting the fights before he stopped having them. Then, one night, every cell door in the block opened within minutes of one another. A woman crouched outside his cell, her face visible for only two seconds in the torchlight as her picks defeated the lock. Nar ran, first from the guards, then from Luskan, and finally because running was the only thing that still felt like his own choice. Two months later, after traveling south through Neverwinter and along the Triboar Trail, he reached Phandalin and took work at the Stonehill Inn. He keeps watch at the door, works as a caravan guard when offered, and refuses to let anyone call him property. A few days ago, near a modest shrine to Tymora, he saw the face of the woman who freed him. He has not approached her. He is not yet certain she is real, but he has been watching for her ever since. When talk of Wyvern Tor fills the inn and a disheveled dwarf arrives wearing impossibly expensive armor, Nar recognizes the familiar shape of trouble, and steps between it and everyone smaller than himself.

“The city preferred cleaner words, debt, punishment, seizure, inventory.”
From their backstory
Background
Soldier

Connections

Species

Half-Orc

Media

0 images

No images yet.

Visual sheet

Turn Nar Bloodhand into a sheet

A high-res, share-ready sheet you can post or print.