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Onyx - AI-generated fantasy Character

Onyx

Dragonborn · Barbarian (Path of the Berserker) · Level 3 · Criminal

Onyx

Onyx is disciplined, watchful, and brutally pragmatic.
AC11
HP30/30
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 30 · 30 ft.
AlignmentLawful EvilGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Greataxes,
Handaxes,
Javelins,
All other martial weapons and simple weapons by class proficiency,
All weapons granted by starting equipment choices

Tools

Thieves' tools,
One gaming set

Languages

Common,
Draconic

Features

11 features

Bonus action

  • FrenzyLevel 3

    When Bonus action while raging

    While raging, Onyx makes one additional melee weapon attack as a bonus action on turns after the turn he enters a frenzy. When the rage ends, he gains one level of exhaustion.

Always on

  • RageLevel 1

    When Bonus action

    Onyx enters a battle trance for up to one minute. While raging, he gains advantage on Strength checks and Strength saving throws, +2 melee damage with Strength-based attacks, and resistance to bludgeoning, piercing, and slashing damage. He cannot cast or concentrate on spells while raging.

  • Reckless AttackLevel 2

    When First melee weapon attack on his turn

    Onyx makes one melee weapon attack using Strength with advantage. Until his next turn, attack rolls against him have advantage.

  • Breath Weapon

    When Action

    Onyx exhales destructive energy in a 15-foot cone. Each creature in the area makes a Dexterity saving throw against DC 11, taking 2d6 damage on a failed save or half damage on a successful one. The damage type is determined by his draconic ancestry. He can use this once per short or long rest.

  • Danger SenseLevel 2

    Onyx has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He does not gain this benefit while blinded, deafened, or incapacitated.

  • Primal PathLevel 3

    Onyx follows the Path of the Berserker. His fury is trained, merciless, and difficult to stop once unleashed.

  • TraitDragonbornDraconic Ancestry, black dragon ancestry, granting acid damage as the breath weapon damage type and acid resistance
  • TraitDragonbornBreath Weapon, exhale acid in a 15-foot cone, forcing a DC 11 Dexterity saving throw and dealing 2d6 acid damage on a failed save or half damage on a successful save, once per short or long rest
  • TraitDragonbornDamage Resistance, resistance to acid damage
  • TraitDragonbornLanguages, Common and Draconic
  • Criminal ContactCriminal

    Onyx has a reliable and discreet contact among former criminal associates who can provide information, pass messages, arrange introductions, or secure limited aid, provided the request is within the contact's abilities and does not expose them to unreasonable danger.

Gear

10 items

Weapons

  • Greataxe
    A heavy two-handed martial weapon with a broad, brutal blade.
  • 2×
    Handaxe
    Light axes suitable for throwing or close combat.
  • 4×
    Javelin
    Simple thrown spears useful for hunting or opening combat at range.

Tools

  • Crowbar
    A sturdy iron bar used for prying doors, crates, and locks.
  • Gaming Set
    A set used for games of chance and deception, favored by gamblers and cheats.
  • Thieves' Tools
    A set of thieves' tools, including picks, tension bars, and small files.

Gear

  • Explorer's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Dark Common Clothes with Hood
    Plain dark clothing with a hood, designed to avoid notice.
  • Coin Pouch
    A small pouch containing starting funds.

Purse

  • 15×
    Gold Pieces
    Starting currency from his criminal background.

Appearance

Onyx is a powerfully built black-scaled dragonborn with dark charcoal scales that catch a blue sheen under bright light. He stands with his weight settled slightly forward, as though every quiet moment is the beginning of a charge. His long arms hang loose at his sides, close enough to his weapons for immediate use. In any room, his eyes go first to exits, elevated positions, and the hands of nearby people. He wears battered arena leathers beneath a traveler's cloak, with old brass victory rings threaded through one horn as trophies from opponents he outlasted.

Mannerisms

Onyx stands too close during tense conversations and lowers his head slightly, forcing others to look up at him. He rolls one shoulder before violence, as if loosening an old restraint. When waiting, he positions himself where he can see every exit, and he quietly counts the people in a room by touching the rings threaded through his horn.

Personality

Onyx is disciplined, watchful, and brutally pragmatic. He speaks with deliberate calm because he knows what happens when he lets his anger speak first. He respects competence, rewards loyalty when it serves his interests, and has little patience for people who confuse mercy with weakness. Although he presents himself as a solitary survivor, he studies every group he joins for signs of hierarchy, betrayal, and hidden ownership.

Ideals

Control. The strong must decide their own fate, and anyone who willingly accepts a chain deserves to be ruled by someone stronger.

Bonds

The first person who showed Onyx unpurchased kindness was a stable girl named Mara, who slipped him food before his matches. He does not know whether she survived the riot, but he will destroy anyone connected to the ring if he learns they harmed her. He also keeps one broken iron collar link hidden beneath his clothing, both as a reminder and as a promise that no one will ever own him again.

Flaws

Onyx cannot tolerate being ordered around, especially by someone who has not proven their strength. He mistakes fear for respect and often escalates a situation simply to make certain no one will challenge him later. When anger rises, he becomes convinced that restraint is just another form of captivity.

Quirks

He refuses to sleep with his back to a door or window.
He collects small metal fragments from broken restraints and threads them onto his belt.
He silently tests the balance of any weapon placed within reach.
He calls wealthy patrons and officials 'soft-handed kings.'
He eats quickly, then deliberately slows down when he notices someone watching him.

Background

Onyx was sold as a child to a traveling gladiator ring, where his dragonborn strength made him valuable long before anyone cared whether he was willing. The handlers taught him to obey through hunger, punishment, and spectacle. They trained his rage into an attraction, forcing him into fights until the crowd learned to cheer whenever his breathing changed and his claws dug into the sand. He learned the rules of the arena perfectly, not because he respected them, but because understanding a cage is the first step toward opening it. During a tournament staged for wealthy patrons, one of his handlers struck him in front of the crowd after a delayed attack. Something inside Onyx finally broke. He entered his rage, tore through the handler's guards, and slaughtered the men who had owned him. The tournament became a riot, and Onyx vanished into the night with a stolen cloak, a handful of coins, and weapons taken from the armory. Now a fugitive, he moves from city to city under false names, using criminal contacts and carefully chosen intimidation to stay ahead of bounty hunters. He tells himself that he is escaping his past, but every fight proves that the arena still lives inside him, waiting for permission to take control.

“The handlers taught him to obey through hunger, punishment, and spectacle.”
From their backstory
Background
Criminal

Connections

Species

Dragonborn

Media

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